202 lines
5.6 KiB
C#
Executable File
202 lines
5.6 KiB
C#
Executable File
#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.FileFormats;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Effects
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{
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class MissileInfo : IProjectileInfo
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{
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public readonly int Speed = 1;
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public readonly WAngle MaximumPitch = WAngle.FromDegrees(30);
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public readonly int Arm = 0;
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[Desc("Check for whether an actor with Wall: trait blocks fire")]
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public readonly bool High = false;
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public readonly string Trail = null;
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public readonly float Inaccuracy = 0;
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public readonly string Image = null;
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[Desc("Rate of Turning")]
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public readonly int ROT = 5;
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[Desc("Explode when following the target longer than this.")]
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public readonly int RangeLimit = 0;
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public readonly bool TurboBoost = false;
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public readonly int TrailInterval = 2;
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public readonly int ContrailLength = 0;
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public readonly Color ContrailColor = Color.White;
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public readonly bool ContrailUsePlayerColor = false;
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public readonly int ContrailDelay = 1;
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public readonly bool Jammable = true;
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public IEffect Create(ProjectileArgs args) { return new Missile(this, args); }
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}
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class Missile : IEffect
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{
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readonly MissileInfo info;
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readonly ProjectileArgs args;
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readonly Animation anim;
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ContrailRenderable trail;
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WPos pos;
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int facing;
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WPos target;
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WVec offset;
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int ticks;
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bool exploded;
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readonly int speed;
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public Missile(MissileInfo info, ProjectileArgs args)
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{
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this.info = info;
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this.args = args;
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pos = args.source;
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facing = args.facing;
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target = args.passiveTarget;
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// Convert ProjectileArg definitions to world coordinates
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// TODO: Change the yaml definitions so we don't need this
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var inaccuracy = (int)(info.Inaccuracy * 1024 / Game.CellSize);
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speed = info.Speed * 1024 / (5 * Game.CellSize);
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if (info.Inaccuracy > 0)
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offset = WVec.FromPDF(args.sourceActor.World.SharedRandom, 2) * inaccuracy / 1024;
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if (info.Image != null)
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{
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anim = new Animation(info.Image, () => facing);
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anim.PlayRepeating("idle");
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}
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if (info.ContrailLength > 0)
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{
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var color = info.ContrailUsePlayerColor ? ContrailRenderable.ChooseColor(args.sourceActor) : info.ContrailColor;
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trail = new ContrailRenderable(args.sourceActor.World, color, info.ContrailLength, info.ContrailDelay, 0);
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}
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}
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static readonly WRange MissileCloseEnough = new WRange(7 * 1024 / Game.CellSize);
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int ticksToNextSmoke;
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bool JammedBy(TraitPair<JamsMissiles> tp)
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{
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if ((tp.Actor.CenterPosition - pos).HorizontalLengthSquared > tp.Trait.Range * tp.Trait.Range)
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return false;
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if (tp.Actor.Owner.Stances[args.sourceActor.Owner] == Stance.Ally && !tp.Trait.AlliedMissiles)
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return false;
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return tp.Actor.World.SharedRandom.Next(100 / tp.Trait.Chance) == 0;
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}
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public void Tick(World world)
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{
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// Fade the trail out gradually
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if (exploded && info.ContrailLength > 0)
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{
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trail.Update(pos);
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return;
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}
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ticks++;
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anim.Tick();
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// Missile tracks target
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if (args.guidedTarget.IsValid)
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target = args.guidedTarget.CenterPosition;
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var dist = target + offset - pos;
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var desiredFacing = Traits.Util.GetFacing(dist, facing);
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var desiredAltitude = target.Z;
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var jammed = info.Jammable && world.ActorsWithTrait<JamsMissiles>().Any(j => JammedBy(j));
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if (jammed)
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{
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desiredFacing = facing + world.SharedRandom.Next(-20, 21);
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desiredAltitude = world.SharedRandom.Next(-43, 86);
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}
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else if (!args.guidedTarget.IsValid)
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desiredFacing = facing;
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facing = Traits.Util.TickFacing(facing, desiredFacing, info.ROT);
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var move = new WVec(0, -1024, 0).Rotate(WRot.FromFacing(facing)) * speed / 1024;
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if (target.Z > 0 && info.TurboBoost)
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move = (move * 3) / 2;
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if (pos.Z != desiredAltitude)
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{
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var delta = move.HorizontalLength * info.MaximumPitch.Tan() / 1024;
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var dz = (target.Z - pos.Z).Clamp(-delta, delta);
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move += new WVec(0, 0, dz);
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}
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pos += move;
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if (info.Trail != null && --ticksToNextSmoke < 0)
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{
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world.AddFrameEndTask(w => w.Add(new Smoke(w, pos - 3 * move / 2, info.Trail)));
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ticksToNextSmoke = info.TrailInterval;
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}
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if (info.ContrailLength > 0)
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trail.Update(pos);
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var shouldExplode = pos.Z < 0 // Hit the ground
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|| dist.LengthSquared < MissileCloseEnough.Range * MissileCloseEnough.Range // Within range
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|| info.RangeLimit != 0 && ticks > info.RangeLimit // Ran out of fuel
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|| (!info.High && world.ActorMap.GetUnitsAt(pos.ToCPos())
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.Any(a => a.HasTrait<IBlocksBullets>())); // Hit a wall
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if (shouldExplode)
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Explode(world);
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}
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void Explode(World world)
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{
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exploded = true;
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if (info.ContrailLength > 0)
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world.AddFrameEndTask(w => w.Add(new DelayedAction(info.ContrailLength, () => w.Remove(this))));
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else
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world.AddFrameEndTask(w => w.Remove(this));
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// Don't blow up in our launcher's face!
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if (ticks <= info.Arm)
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return;
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Combat.DoImpacts(pos, args.sourceActor, args.weapon, args.firepowerModifier);
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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if (info.ContrailLength > 0)
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yield return trail;
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if (!args.sourceActor.World.FogObscures(pos.ToCPos()))
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{
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var palette = wr.Palette(args.weapon.Underwater ? "shadow" : "effect");
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foreach (var r in anim.Render(pos, palette))
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yield return r;
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}
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}
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}
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}
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