Files
OpenRA/OpenRA.Mods.D2k/Traits/SpiceBloom.cs
N.N 06cc47847d Spicebloom refactor
- pieces represent Min and Max instead of random interval
- More control where spice spread
- fix AoE in  SpiceExplosion weapon
- delay interval between each pieces

Co-Authored-By: Gustas <37534529+PunkPun@users.noreply.github.com>
2024-06-29 00:09:13 +03:00

212 lines
6.4 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.D2k.Traits
{
[Desc("Seeds resources by explosive eruptions after accumulation times.")]
public class SpiceBloomInfo : TraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>
{
[SequenceReference]
public readonly string[] GrowthSequences = { "grow1", "grow2", "grow3" };
[SequenceReference]
public readonly string SpurtSequence = "spurt";
[Desc("The range of time (in ticks) that the spicebloom will take to grow until it blows up.")]
public readonly int[] Lifetime = { 2000, 3000 };
public readonly string ResourceType = "Spice";
[Desc("Spice blooms only grow on these terrain types.")]
public readonly HashSet<string> GrowthTerrainTypes = new();
[Desc("The weapon to use for spice creation.")]
[WeaponReference]
public readonly string Weapon = null;
[Desc("The number of times to fire Weapon at the minimum and maximum actor age.")]
public readonly int[] Bursts = { 4, 12 };
[Desc("The minimum and maximum distance in cells that spice may be expelled.")]
public readonly int[] Range = { 3, 5 };
[Desc("Delay between each burst. (in Ticks)")]
public readonly int BurstInterval = 1;
public override object Create(ActorInitializer init) { return new SpiceBloom(init.Self, this); }
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, string image, int facings, PaletteReference p)
{
var anim = new Animation(init.World, image);
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), GrowthSequences[0]));
yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, p);
}
}
public class SpiceBloom : ITick, INotifyKilled
{
readonly SpiceBloomInfo info;
readonly IResourceLayer resourceLayer;
readonly Animation body;
readonly Animation spurt;
readonly int growTicks;
int ticks;
int bodyFrame = 0;
bool showSpurt = true;
public SpiceBloom(Actor self, SpiceBloomInfo info)
{
this.info = info;
resourceLayer = self.World.WorldActor.Trait<IResourceLayer>();
var rs = self.Trait<RenderSprites>();
body = new Animation(self.World, rs.GetImage(self));
rs.Add(new AnimationWithOffset(body, null, () => self.IsDead));
growTicks = self.World.SharedRandom.Next(info.Lifetime[0], info.Lifetime[1]);
body.Play(info.GrowthSequences[0]);
spurt = new Animation(self.World, rs.GetImage(self));
rs.Add(new AnimationWithOffset(spurt, null, () => !showSpurt));
spurt.PlayThen(info.SpurtSequence, () => showSpurt = false);
}
void ITick.Tick(Actor self)
{
if (!self.World.Map.Contains(self.Location))
return;
if (info.GrowthTerrainTypes.Count > 0 && !info.GrowthTerrainTypes.Contains(self.World.Map.GetTerrainInfo(self.Location).Type))
return;
ticks++;
if (ticks >= growTicks)
self.Kill(self);
else
{
var newBodyFrame = info.GrowthSequences.Length * ticks / growTicks;
if (newBodyFrame != bodyFrame)
{
bodyFrame = newBodyFrame;
body.Play(info.GrowthSequences[bodyFrame]);
showSpurt = true;
spurt.PlayThen(info.SpurtSequence, () => showSpurt = false);
}
}
}
void SeedResources(Actor self)
{
var pieces = int2.Lerp(info.Bursts[0], info.Bursts[1], ticks, growTicks);
var range = int2.Lerp(info.Range[0], info.Range[1], ticks, growTicks);
var cells = self.World.Map.FindTilesInAnnulus(self.Location, 1, range).ToList();
var emptyCells = cells
.Where(p =>
resourceLayer.GetResource(p).Type != info.ResourceType
&& resourceLayer.CanAddResource(info.ResourceType, p))
.ToList();
var projectiles = new Stack<ProjectileArgs>();
for (var i = 0; i < pieces; i++)
{
var cell = emptyCells.Count == 0
? cells.Random(self.World.SharedRandom)
: emptyCells.Random(self.World.SharedRandom);
projectiles.Push(new ProjectileArgs
{
Weapon = self.World.Map.Rules.Weapons[info.Weapon.ToLowerInvariant()],
Facing = WAngle.Zero,
CurrentMuzzleFacing = () => WAngle.Zero,
DamageModifiers = self.TraitsImplementing<IFirepowerModifier>()
.Select(a => a.GetFirepowerModifier()).ToArray(),
InaccuracyModifiers = self.TraitsImplementing<IInaccuracyModifier>()
.Select(a => a.GetInaccuracyModifier()).ToArray(),
RangeModifiers = self.TraitsImplementing<IRangeModifier>()
.Select(a => a.GetRangeModifier()).ToArray(),
Source = self.CenterPosition,
CurrentSource = () => self.CenterPosition,
SourceActor = self,
PassiveTarget = self.World.Map.CenterOfCell(cell)
});
}
self.World.AddFrameEndTask(w => w.Add(new FireProjectilesEffect(projectiles, info.BurstInterval)));
}
void INotifyKilled.Killed(Actor self, AttackInfo e)
{
if (!string.IsNullOrEmpty(info.Weapon))
SeedResources(self);
}
}
public class FireProjectilesEffect : IEffect
{
readonly Stack<ProjectileArgs> projectiles = new();
int delay = 1;
readonly int delayInfo = 1;
public FireProjectilesEffect(Stack<ProjectileArgs> projectiles, int delayInfo)
{
this.projectiles = projectiles;
delay = delayInfo;
this.delayInfo = delayInfo;
}
public void Tick(World world)
{
if (projectiles.Count == 0)
{
world.AddFrameEndTask(w => { w.Remove(this); w.ScreenMap.Remove(this); });
return;
}
if (--delay > 0)
{
return;
}
delay = delayInfo;
var args = projectiles.Pop();
if (args.Weapon.Projectile != null)
{
var projectile = args.Weapon.Projectile.Create(args);
if (projectile != null)
world.AddFrameEndTask(w => world.Add(projectile));
if (args.Weapon.Report != null && args.Weapon.Report.Length > 0)
Game.Sound.Play(SoundType.World, args.Weapon.Report, world, args.Source);
}
}
public IEnumerable<IRenderable> Render(WorldRenderer r)
{
return SpriteRenderable.None;
}
}
}