Files
OpenRA/OpenRA.Mods.Common/Projectiles/GravityBomb.cs
reaperrr 6220d7e62e Introduce WarheadArgs
- Passes additional arguments to warheads on impact
- Uses that to reduce parameter count of DoImpact by 1
2020-01-21 19:31:34 +01:00

123 lines
3.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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 OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles
{
public class GravityBombInfo : IProjectileInfo
{
public readonly string Image = null;
[SequenceReference("Image")]
[Desc("Loop a randomly chosen sequence of Image from this list while falling.")]
public readonly string[] Sequences = { "idle" };
[SequenceReference("Image")]
[Desc("Sequence to play when launched. Skipped if null or empty.")]
public readonly string OpenSequence = null;
[PaletteReference]
[Desc("The palette used to draw this projectile.")]
public readonly string Palette = "effect";
[Desc("Palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
public readonly bool Shadow = false;
[PaletteReference]
public readonly string ShadowPalette = "shadow";
[Desc("Projectile movement vector per tick (forward, right, up), use negative values for opposite directions.")]
public readonly WVec Velocity = WVec.Zero;
[Desc("Value added to Velocity every tick.")]
public readonly WVec Acceleration = new WVec(0, 0, -15);
public IProjectile Create(ProjectileArgs args) { return new GravityBomb(this, args); }
}
public class GravityBomb : IProjectile, ISync
{
readonly GravityBombInfo info;
readonly Animation anim;
readonly ProjectileArgs args;
readonly WVec acceleration;
WVec velocity;
[Sync]
WPos pos;
public GravityBomb(GravityBombInfo info, ProjectileArgs args)
{
this.info = info;
this.args = args;
pos = args.Source;
var convertedVelocity = new WVec(info.Velocity.Y, -info.Velocity.X, info.Velocity.Z);
velocity = convertedVelocity.Rotate(WRot.FromFacing(args.Facing));
acceleration = new WVec(info.Acceleration.Y, -info.Acceleration.X, info.Acceleration.Z);
if (!string.IsNullOrEmpty(info.Image))
{
anim = new Animation(args.SourceActor.World, info.Image, () => args.Facing);
if (!string.IsNullOrEmpty(info.OpenSequence))
anim.PlayThen(info.OpenSequence, () => anim.PlayRepeating(info.Sequences.Random(args.SourceActor.World.SharedRandom)));
else
anim.PlayRepeating(info.Sequences.Random(args.SourceActor.World.SharedRandom));
}
}
public void Tick(World world)
{
pos += velocity;
velocity += acceleration;
if (pos.Z <= args.PassiveTarget.Z)
{
pos += new WVec(0, 0, args.PassiveTarget.Z - pos.Z);
world.AddFrameEndTask(w => w.Remove(this));
args.Weapon.Impact(Target.FromPos(pos), new WarheadArgs(args));
}
if (anim != null)
anim.Tick();
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
if (anim == null)
yield break;
var world = args.SourceActor.World;
if (!world.FogObscures(pos))
{
if (info.Shadow)
{
var dat = world.Map.DistanceAboveTerrain(pos);
var shadowPos = pos - new WVec(0, 0, dat.Length);
foreach (var r in anim.Render(shadowPos, wr.Palette(info.ShadowPalette)))
yield return r;
}
var palette = wr.Palette(info.Palette + (info.IsPlayerPalette ? args.SourceActor.Owner.InternalName : ""));
foreach (var r in anim.Render(pos, palette))
yield return r;
}
}
}
}