For all projectiles and warheads. Not really a must for everything else, but for CreateEffectWarhead, the ImpactTypes refactor (separate PR) makes it a bit harder to make the warhead valid in every situation, so setting the victim scan to zero is the easiest way to disable scanning for actors completely.
184 lines
5.9 KiB
C#
184 lines
5.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRA.Effects;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Projectiles
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{
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[Desc("Not a sprite, but an engine effect.")]
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public class LaserZapInfo : IProjectileInfo, IRulesetLoaded<WeaponInfo>
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{
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[Desc("The width of the zap.")]
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public readonly WDist Width = new WDist(86);
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[Desc("The shape of the beam. Accepts values Cylindrical or Flat.")]
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public readonly BeamRenderableShape Shape = BeamRenderableShape.Cylindrical;
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[Desc("Equivalent to sequence ZOffset. Controls Z sorting.")]
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public readonly int ZOffset = 0;
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public readonly int Duration = 10;
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public readonly bool UsePlayerColor = false;
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[Desc("Color of the beam.")]
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public readonly Color Color = Color.Red;
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[Desc("Beam follows the target.")]
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public readonly bool TrackTarget = true;
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[Desc("Maximum offset at the maximum range.")]
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public readonly WDist Inaccuracy = WDist.Zero;
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[Desc("Beam can be blocked.")]
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public readonly bool Blockable = false;
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[Desc("Draw a second beam (for 'glow' effect).")]
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public readonly bool SecondaryBeam = false;
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[Desc("The width of the zap.")]
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public readonly WDist SecondaryBeamWidth = new WDist(86);
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[Desc("The shape of the beam. Accepts values Cylindrical or Flat.")]
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public readonly BeamRenderableShape SecondaryBeamShape = BeamRenderableShape.Cylindrical;
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[Desc("Equivalent to sequence ZOffset. Controls Z sorting.")]
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public readonly int SecondaryBeamZOffset = 0;
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public readonly bool SecondaryBeamUsePlayerColor = false;
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[Desc("Color of the secondary beam.")]
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public readonly Color SecondaryBeamColor = Color.Red;
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[Desc("Impact animation.")]
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public readonly string HitAnim = null;
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[Desc("Sequence of impact animation to use.")]
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[SequenceReference("HitAnim")] public readonly string HitAnimSequence = "idle";
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[PaletteReference] public readonly string HitAnimPalette = "effect";
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[Desc("Scan radius for actors with projectile-blocking trait. If set to a negative value (default), it will automatically scale",
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"to the blocker with the largest health shape. Only set custom values if you know what you're doing.")]
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public WDist BlockerScanRadius = new WDist(-1);
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public IProjectile Create(ProjectileArgs args)
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{
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var c = UsePlayerColor ? args.SourceActor.Owner.Color.RGB : Color;
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return new LaserZap(this, args, c);
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}
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void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo wi)
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{
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if (BlockerScanRadius < WDist.Zero)
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BlockerScanRadius = Util.MinimumRequiredBlockerScanRadius(rules);
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}
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}
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public class LaserZap : IProjectile, ISync
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{
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readonly ProjectileArgs args;
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readonly LaserZapInfo info;
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readonly Animation hitanim;
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readonly Color color;
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readonly Color secondaryColor;
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int ticks = 0;
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bool doneDamage;
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bool animationComplete;
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[Sync] WPos target;
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[Sync] WPos source;
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public LaserZap(LaserZapInfo info, ProjectileArgs args, Color color)
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{
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this.args = args;
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this.info = info;
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this.color = color;
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secondaryColor = info.SecondaryBeamUsePlayerColor ? args.SourceActor.Owner.Color.RGB : info.SecondaryBeamColor;
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target = args.PassiveTarget;
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source = args.Source;
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if (info.Inaccuracy.Length > 0)
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{
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var inaccuracy = OpenRA.Mods.Common.Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
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var maxOffset = inaccuracy * (target - source).Length / args.Weapon.Range.Length;
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target += WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * maxOffset / 1024;
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}
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if (!string.IsNullOrEmpty(info.HitAnim))
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hitanim = new Animation(args.SourceActor.World, info.HitAnim);
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}
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public void Tick(World world)
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{
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// Beam tracks target
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if (info.TrackTarget && args.GuidedTarget.IsValidFor(args.SourceActor))
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target = args.Weapon.TargetActorCenter ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(source);
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// Check for blocking actors
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WPos blockedPos;
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if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, source, target,
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info.Width, info.BlockerScanRadius, out blockedPos))
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{
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target = blockedPos;
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}
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if (!doneDamage)
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{
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if (hitanim != null)
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hitanim.PlayThen(info.HitAnimSequence, () => animationComplete = true);
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else
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animationComplete = true;
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args.Weapon.Impact(Target.FromPos(target), args.SourceActor, args.DamageModifiers);
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doneDamage = true;
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}
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if (hitanim != null)
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hitanim.Tick();
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if (++ticks >= info.Duration && animationComplete)
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world.AddFrameEndTask(w => w.Remove(this));
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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if (wr.World.FogObscures(target) &&
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wr.World.FogObscures(args.Source))
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yield break;
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if (ticks < info.Duration)
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{
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var rc = Color.FromArgb((info.Duration - ticks) * color.A / info.Duration, color);
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yield return new BeamRenderable(args.Source, info.ZOffset, target - args.Source, info.Shape, info.Width, rc);
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if (info.SecondaryBeam)
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{
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var src = Color.FromArgb((info.Duration - ticks) * secondaryColor.A / info.Duration, secondaryColor);
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yield return new BeamRenderable(args.Source, info.SecondaryBeamZOffset, target - args.Source,
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info.SecondaryBeamShape, info.SecondaryBeamWidth, src);
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}
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}
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if (hitanim != null)
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foreach (var r in hitanim.Render(target, wr.Palette(info.HitAnimPalette)))
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yield return r;
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}
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}
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}
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