81 lines
2.2 KiB
C#
81 lines
2.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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 OpenRA.Mods.Common.Traits;
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namespace OpenRA.Mods.D2k.Traits
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{
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[Desc("This actor makes noise, which causes them to be targeted by actors with the Sandworm trait.")]
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public class AttractsWormsInfo : ConditionalTraitInfo
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{
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[Desc("How much noise this actor produces.")]
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public readonly int Intensity = 0;
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[Desc("Noise percentage at Range step away from the actor.")]
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public readonly int[] Falloff = { 100, 100, 25, 11, 6, 4, 3, 2, 1, 0 };
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[Desc("Range between falloff steps.")]
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public readonly WDist Spread = new WDist(3072);
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[Desc("Ranges at which each Falloff step is defined. Overrides Spread.")]
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public WDist[] Range = null;
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public override object Create(ActorInitializer init) { return new AttractsWorms(init, this); }
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}
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public class AttractsWorms : ConditionalTrait<AttractsWormsInfo>
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{
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readonly Actor self;
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public AttractsWorms(ActorInitializer init, AttractsWormsInfo info)
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: base(info)
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{
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self = init.Self;
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if (info.Range == null)
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info.Range = Exts.MakeArray(info.Falloff.Length, i => i * info.Spread);
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}
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int GetNoisePercentageAtDistance(int distance)
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{
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var inner = Info.Range[0].Length;
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for (var i = 1; i < Info.Range.Length; i++)
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{
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var outer = Info.Range[i].Length;
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if (outer > distance)
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return int2.Lerp(Info.Falloff[i - 1], Info.Falloff[i], distance - inner, outer - inner);
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inner = outer;
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}
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return 0;
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}
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public WVec AttractionAtPosition(WPos pos)
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{
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if (IsTraitDisabled)
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return WVec.Zero;
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var distance = self.CenterPosition - pos;
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var length = distance.Length;
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// Actor is too far to hear anything.
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if (length > Info.Range[Info.Range.Length - 1].Length)
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return WVec.Zero;
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var direction = 1024 * distance / length;
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var percentage = GetNoisePercentageAtDistance(length);
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return direction * Info.Intensity * percentage / 100;
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}
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}
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}
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