Files
OpenRA/OpenRA.Mods.Common/Projectiles/LaserZap.cs
Alexis Hunt 08ad7d7f4e Refactor handling of hit radii in projectiles.
penev discovered that the RulesetLoaded functions of projectiles were
never being called, meaning that their blocking calculations were not
properly accounting for actors with large hitboxes.

The best fix for this is to change FindActorsOnLine to always account
for the largest actor's hit radius, rather than forcing callers to pass
the largest radius. Per the comment in Util.cs, as a result, move this
computation to ActorMap. I decided to simplify by not making a separate
calculation for actors that block projectiles only; this may cause a
small performance degradation as the search space is a bit larger.

Similarly to this, I've removed the ability to specify a search radius
manually. Because this is only a search radius, setting a value smaller
than the largest eligible actor makes no sense; that would lead to
completely inconsistent blocking. Setting a larger value, on the other
hand, would make no difference.

CreateEffectWarhead was the only place in core code any of these search
radii were set, and that's because 0 was a mysterious magic value that
made the warhead incapable of hitting actors. I replaced it with a
boolean flag that more clearly indicates the actual behaviour.

Fixes #14151.
2018-02-21 23:26:41 +01:00

174 lines
5.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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.Collections.Generic;
using System.Drawing;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Effects;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles
{
[Desc("Not a sprite, but an engine effect.")]
public class LaserZapInfo : IProjectileInfo
{
[Desc("The width of the zap.")]
public readonly WDist Width = new WDist(86);
[Desc("The shape of the beam. Accepts values Cylindrical or Flat.")]
public readonly BeamRenderableShape Shape = BeamRenderableShape.Cylindrical;
[Desc("Equivalent to sequence ZOffset. Controls Z sorting.")]
public readonly int ZOffset = 0;
public readonly int Duration = 10;
public readonly bool UsePlayerColor = false;
[Desc("Color of the beam.")]
public readonly Color Color = Color.Red;
[Desc("Beam follows the target.")]
public readonly bool TrackTarget = true;
[Desc("Maximum offset at the maximum range.")]
public readonly WDist Inaccuracy = WDist.Zero;
[Desc("Beam can be blocked.")]
public readonly bool Blockable = false;
[Desc("Draw a second beam (for 'glow' effect).")]
public readonly bool SecondaryBeam = false;
[Desc("The width of the zap.")]
public readonly WDist SecondaryBeamWidth = new WDist(86);
[Desc("The shape of the beam. Accepts values Cylindrical or Flat.")]
public readonly BeamRenderableShape SecondaryBeamShape = BeamRenderableShape.Cylindrical;
[Desc("Equivalent to sequence ZOffset. Controls Z sorting.")]
public readonly int SecondaryBeamZOffset = 0;
public readonly bool SecondaryBeamUsePlayerColor = false;
[Desc("Color of the secondary beam.")]
public readonly Color SecondaryBeamColor = Color.Red;
[Desc("Impact animation.")]
public readonly string HitAnim = null;
[Desc("Sequence of impact animation to use.")]
[SequenceReference("HitAnim")] public readonly string HitAnimSequence = "idle";
[PaletteReference] public readonly string HitAnimPalette = "effect";
public IProjectile Create(ProjectileArgs args)
{
var c = UsePlayerColor ? args.SourceActor.Owner.Color.RGB : Color;
return new LaserZap(this, args, c);
}
}
public class LaserZap : IProjectile, ISync
{
readonly ProjectileArgs args;
readonly LaserZapInfo info;
readonly Animation hitanim;
readonly Color color;
readonly Color secondaryColor;
int ticks = 0;
bool doneDamage;
bool animationComplete;
[Sync] WPos target;
[Sync] WPos source;
public LaserZap(LaserZapInfo info, ProjectileArgs args, Color color)
{
this.args = args;
this.info = info;
this.color = color;
secondaryColor = info.SecondaryBeamUsePlayerColor ? args.SourceActor.Owner.Color.RGB : info.SecondaryBeamColor;
target = args.PassiveTarget;
source = args.Source;
if (info.Inaccuracy.Length > 0)
{
var inaccuracy = OpenRA.Mods.Common.Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
var maxOffset = inaccuracy * (target - source).Length / args.Weapon.Range.Length;
target += WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * maxOffset / 1024;
}
if (!string.IsNullOrEmpty(info.HitAnim))
hitanim = new Animation(args.SourceActor.World, info.HitAnim);
}
public void Tick(World world)
{
// Beam tracks target
if (info.TrackTarget && args.GuidedTarget.IsValidFor(args.SourceActor))
target = args.Weapon.TargetActorCenter ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(source);
// Check for blocking actors
WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, source, target,
info.Width, out blockedPos))
{
target = blockedPos;
}
if (!doneDamage)
{
if (hitanim != null)
hitanim.PlayThen(info.HitAnimSequence, () => animationComplete = true);
else
animationComplete = true;
args.Weapon.Impact(Target.FromPos(target), args.SourceActor, args.DamageModifiers);
doneDamage = true;
}
if (hitanim != null)
hitanim.Tick();
if (++ticks >= info.Duration && animationComplete)
world.AddFrameEndTask(w => w.Remove(this));
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
if (wr.World.FogObscures(target) &&
wr.World.FogObscures(args.Source))
yield break;
if (ticks < info.Duration)
{
var rc = Color.FromArgb((info.Duration - ticks) * color.A / info.Duration, color);
yield return new BeamRenderable(args.Source, info.ZOffset, target - args.Source, info.Shape, info.Width, rc);
if (info.SecondaryBeam)
{
var src = Color.FromArgb((info.Duration - ticks) * secondaryColor.A / info.Duration, secondaryColor);
yield return new BeamRenderable(args.Source, info.SecondaryBeamZOffset, target - args.Source,
info.SecondaryBeamShape, info.SecondaryBeamWidth, src);
}
}
if (hitanim != null)
foreach (var r in hitanim.Render(target, wr.Palette(info.HitAnimPalette)))
yield return r;
}
}
}