#region Copyright & License Information /* * Copyright 2007-2020 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.GameRules; using OpenRA.Graphics; using OpenRA.Mods.Common.Effects; using OpenRA.Mods.Common.Graphics; using OpenRA.Mods.Common.Traits; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Projectiles { public class BulletInfo : IProjectileInfo { [Desc("Projectile speed in WDist / tick, two values indicate variable velocity.")] public readonly WDist[] Speed = { new WDist(17) }; [Desc("Maximum offset at the maximum range.")] public readonly WDist Inaccuracy = WDist.Zero; [Desc("Image to display.")] public readonly string Image = null; [SequenceReference("Image")] [Desc("Loop a randomly chosen sequence of Image from this list while this projectile is moving.")] public readonly string[] Sequences = { "idle" }; [PaletteReference] [Desc("The palette used to draw this projectile.")] public readonly string Palette = "effect"; [Desc("Palette is a player palette BaseName")] public readonly bool IsPlayerPalette = false; [Desc("Does this projectile have a shadow?")] public readonly bool Shadow = false; [PaletteReference] [Desc("Palette to use for this projectile's shadow if Shadow is true.")] public readonly string ShadowPalette = "shadow"; [Desc("Trail animation.")] public readonly string TrailImage = null; [SequenceReference("TrailImage")] [Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")] public readonly string[] TrailSequences = { "idle" }; [Desc("Interval in ticks between each spawned Trail animation.")] public readonly int TrailInterval = 2; [Desc("Delay in ticks until trail animation is spawned.")] public readonly int TrailDelay = 1; [PaletteReference("TrailUsePlayerPalette")] [Desc("Palette used to render the trail sequence.")] public readonly string TrailPalette = "effect"; [Desc("Use the Player Palette to render the trail sequence.")] public readonly bool TrailUsePlayerPalette = false; [Desc("Is this blocked by actors with BlocksProjectiles trait.")] public readonly bool Blockable = true; [Desc("Width of projectile (used for finding blocking actors).")] public readonly WDist Width = new WDist(1); [Desc("Arc in WAngles, two values indicate variable arc.")] public readonly WAngle[] LaunchAngle = { WAngle.Zero }; [Desc("Up to how many times does this bullet bounce when touching ground without hitting a target.", "0 implies exploding on contact with the originally targeted position.")] public readonly int BounceCount = 0; [Desc("Modify distance of each bounce by this percentage of previous distance.")] public readonly int BounceRangeModifier = 60; [Desc("If projectile touches an actor with one of these stances during or after the first bounce, trigger explosion.")] public readonly Stance ValidBounceBlockerStances = Stance.Enemy | Stance.Neutral; [Desc("Altitude above terrain below which to explode. Zero effectively deactivates airburst.")] public readonly WDist AirburstAltitude = WDist.Zero; public readonly int ContrailLength = 0; public readonly int ContrailZOffset = 2047; public readonly Color ContrailColor = Color.White; public readonly bool ContrailUsePlayerColor = false; public readonly int ContrailDelay = 1; public readonly WDist ContrailWidth = new WDist(64); public IProjectile Create(ProjectileArgs args) { return new Bullet(this, args); } } public class Bullet : IProjectile, ISync { readonly BulletInfo info; readonly ProjectileArgs args; readonly Animation anim; readonly int facing; readonly WAngle angle; readonly WDist speed; readonly string trailPalette; ContrailRenderable contrail; [Sync] WPos pos, target, source; int length; int ticks, smokeTicks; int remainingBounces; public Bullet(BulletInfo info, ProjectileArgs args) { this.info = info; this.args = args; pos = args.Source; source = args.Source; var world = args.SourceActor.World; if (info.LaunchAngle.Length > 1) angle = new WAngle(world.SharedRandom.Next(info.LaunchAngle[0].Angle, info.LaunchAngle[1].Angle)); else angle = info.LaunchAngle[0]; if (info.Speed.Length > 1) speed = new WDist(world.SharedRandom.Next(info.Speed[0].Length, info.Speed[1].Length)); else speed = info.Speed[0]; target = args.PassiveTarget; if (info.Inaccuracy.Length > 0) { var inaccuracy = Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers); var range = Util.ApplyPercentageModifiers(args.Weapon.Range.Length, args.RangeModifiers); var maxOffset = inaccuracy * (target - pos).Length / range; target += WVec.FromPDF(world.SharedRandom, 2) * maxOffset / 1024; } if (info.AirburstAltitude > WDist.Zero) target += new WVec(WDist.Zero, WDist.Zero, info.AirburstAltitude); facing = (target - pos).Yaw.Facing; length = Math.Max((target - pos).Length / speed.Length, 1); if (!string.IsNullOrEmpty(info.Image)) { anim = new Animation(world, info.Image, new Func(GetEffectiveFacing)); anim.PlayRepeating(info.Sequences.Random(world.SharedRandom)); } if (info.ContrailLength > 0) { var color = info.ContrailUsePlayerColor ? ContrailRenderable.ChooseColor(args.SourceActor) : info.ContrailColor; contrail = new ContrailRenderable(world, color, info.ContrailWidth, info.ContrailLength, info.ContrailDelay, info.ContrailZOffset); } trailPalette = info.TrailPalette; if (info.TrailUsePlayerPalette) trailPalette += args.SourceActor.Owner.InternalName; smokeTicks = info.TrailDelay; remainingBounces = info.BounceCount; } int GetEffectiveFacing() { var at = (float)ticks / (length - 1); var attitude = angle.Tan() * (1 - 2 * at) / (4 * 1024); var u = (facing % 128) / 128f; var scale = 512 * u * (1 - u); return (int)(facing < 128 ? facing - scale * attitude : facing + scale * attitude); } public void Tick(World world) { if (anim != null) anim.Tick(); var lastPos = pos; pos = WPos.LerpQuadratic(source, target, angle, ticks, length); // Check for walls or other blocking obstacles var shouldExplode = false; WPos blockedPos; if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, lastPos, pos, info.Width, out blockedPos)) { pos = blockedPos; shouldExplode = true; } if (!string.IsNullOrEmpty(info.TrailImage) && --smokeTicks < 0) { var delayedPos = WPos.LerpQuadratic(source, target, angle, ticks - info.TrailDelay, length); world.AddFrameEndTask(w => w.Add(new SpriteEffect(delayedPos, w, info.TrailImage, info.TrailSequences.Random(world.SharedRandom), trailPalette, facing: GetEffectiveFacing()))); smokeTicks = info.TrailInterval; } if (info.ContrailLength > 0) contrail.Update(pos); var flightLengthReached = ticks++ >= length; var shouldBounce = remainingBounces > 0; if (flightLengthReached && shouldBounce) { shouldExplode |= AnyValidTargetsInRadius(world, pos, info.Width, args.SourceActor, true); target += (pos - source) * info.BounceRangeModifier / 100; var dat = world.Map.DistanceAboveTerrain(target); target += new WVec(0, 0, -dat.Length); length = Math.Max((target - pos).Length / speed.Length, 1); ticks = 0; source = pos; remainingBounces--; } // Flight length reached / exceeded shouldExplode |= flightLengthReached && !shouldBounce; // Driving into cell with higher height level shouldExplode |= world.Map.DistanceAboveTerrain(pos).Length < 0; // After first bounce, check for targets each tick if (remainingBounces < info.BounceCount) shouldExplode |= AnyValidTargetsInRadius(world, pos, info.Width, args.SourceActor, true); if (shouldExplode) Explode(world); } public IEnumerable Render(WorldRenderer wr) { if (info.ContrailLength > 0) yield return contrail; if (anim == null || ticks >= length) yield break; var world = args.SourceActor.World; if (!world.FogObscures(pos)) { if (info.Shadow) { var dat = world.Map.DistanceAboveTerrain(pos); var shadowPos = pos - new WVec(0, 0, dat.Length); foreach (var r in anim.Render(shadowPos, wr.Palette(info.ShadowPalette))) yield return r; } var palette = wr.Palette(info.Palette + (info.IsPlayerPalette ? args.SourceActor.Owner.InternalName : "")); foreach (var r in anim.Render(pos, palette)) yield return r; } } void Explode(World world) { if (info.ContrailLength > 0) world.AddFrameEndTask(w => w.Add(new ContrailFader(pos, contrail))); world.AddFrameEndTask(w => w.Remove(this)); args.Weapon.Impact(Target.FromPos(pos), new WarheadArgs(args)); } bool AnyValidTargetsInRadius(World world, WPos pos, WDist radius, Actor firedBy, bool checkTargetType) { foreach (var victim in world.FindActorsOnCircle(pos, radius)) { if (checkTargetType && !Target.FromActor(victim).IsValidFor(firedBy)) continue; if (!info.ValidBounceBlockerStances.HasStance(victim.Owner.Stances[firedBy.Owner])) continue; // If the impact position is within any actor's HitShape, we have a direct hit var activeShapes = victim.TraitsImplementing().Where(Exts.IsTraitEnabled); if (activeShapes.Any(i => i.DistanceFromEdge(victim, pos).Length <= 0)) return true; } return false; } } }