Files
OpenRA/OpenRA.Mods.RA/Effects/Missile.cs
2010-09-23 22:09:56 +12:00

131 lines
3.5 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2010 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. For more information,
* see LICENSE.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Effects
{
class MissileInfo : IProjectileInfo
{
public readonly int Speed = 1;
public readonly int Arm = 0;
public readonly bool High = false;
public readonly bool Shadow = true;
public readonly bool Proximity = false;
public readonly string Trail = null;
public readonly float Inaccuracy = 0;
public readonly string Image = null;
public readonly int ROT = 5;
public readonly int RangeLimit = 0;
public readonly bool TurboBoost = false;
public IEffect Create(ProjectileArgs args) { return new Missile( this, args ); }
}
class Missile : IEffect
{
readonly MissileInfo Info;
readonly ProjectileArgs Args;
int2 offset;
float2 Pos;
readonly Animation anim;
int Facing;
int t;
int Altitude;
public Missile(MissileInfo info, ProjectileArgs args)
{
Info = info;
Args = args;
Pos = Args.src;
Altitude = Args.srcAltitude;
Facing = Args.facing;
if (info.Inaccuracy > 0)
offset = (info.Inaccuracy * args.firedBy.World.SharedRandom.Gauss2D(2)).ToInt2();
if (Info.Image != null)
{
anim = new Animation(Info.Image, () => Facing);
anim.PlayRepeating("idle");
}
}
const int MissileCloseEnough = 7;
const float Scale = .2f;
public void Tick( World world )
{
t += 40;
var targetPosition = Args.target.CenterLocation + offset;
var targetAltitude = 0;
if (Args.target.IsValid && Args.target.IsActor && Args.target.Actor.HasTrait<IMove>())
targetAltitude = Args.target.Actor.Trait<IMove>().Altitude;
Altitude += Math.Sign(targetAltitude - Altitude);
Facing = Traits.Util.TickFacing(Facing,
Traits.Util.GetFacing(targetPosition - Pos, Facing),
Info.ROT);
anim.Tick();
var dist = targetPosition - Pos;
if (dist.LengthSquared < MissileCloseEnough * MissileCloseEnough || !Args.target.IsValid )
Explode(world);
var speed = Scale * Info.Speed * ((targetAltitude > 0 && Info.TurboBoost) ? 1.5f : 1f);
var angle = Facing / 128f * Math.PI;
var move = speed * -float2.FromAngle((float)angle);
Pos += move;
if (Info.Trail != null)
world.AddFrameEndTask(w => w.Add(
new Smoke(w, (Pos - 1.5f * move - new int2(0, Altitude)).ToInt2(), Info.Trail)));
if (Info.RangeLimit != 0 && t > Info.RangeLimit * 40)
Explode(world);
if (!Info.High) // check for hitting a wall
{
var cell = Traits.Util.CellContaining(Pos);
if (world.WorldActor.Trait<UnitInfluence>().GetUnitsAt(cell).Any(
a => a.HasTrait<IBlocksBullets>()))
Explode(world);
}
}
void Explode(World world)
{
world.AddFrameEndTask(w => w.Remove(this));
Args.dest = Pos.ToInt2();
if (t > Info.Arm * 40) /* don't blow up in our launcher's face! */
Combat.DoImpacts(Args);
}
public IEnumerable<Renderable> Render()
{
yield return new Renderable(anim.Image, Pos - 0.5f * anim.Image.size - new float2(0, Altitude),
Args.weapon.Underwater ? "shadow" : "effect", (int)Pos.Y);
}
}
}