312 lines
10 KiB
C#
312 lines
10 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;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using OpenRA.GameRules;
|
|
using OpenRA.Graphics;
|
|
using OpenRA.Mods.Common.Effects;
|
|
using OpenRA.Mods.Common.Graphics;
|
|
using OpenRA.Mods.Common.Traits;
|
|
using OpenRA.Primitives;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Projectiles
|
|
{
|
|
public class BulletInfo : IProjectileInfo
|
|
{
|
|
[Desc("Projectile speed in WDist / tick, two values indicate variable velocity.")]
|
|
public readonly WDist[] Speed = { new WDist(17) };
|
|
|
|
[Desc("Maximum offset at the maximum range.")]
|
|
public readonly WDist Inaccuracy = WDist.Zero;
|
|
|
|
[Desc("Image to display.")]
|
|
public readonly string Image = null;
|
|
|
|
[SequenceReference("Image")]
|
|
[Desc("Loop a randomly chosen sequence of Image from this list while this projectile is moving.")]
|
|
public readonly string[] Sequences = { "idle" };
|
|
|
|
[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;
|
|
|
|
[Desc("Does this projectile have a shadow?")]
|
|
public readonly bool Shadow = false;
|
|
|
|
[PaletteReference]
|
|
[Desc("Palette to use for this projectile's shadow if Shadow is true.")]
|
|
public readonly string ShadowPalette = "shadow";
|
|
|
|
[Desc("Trail animation.")]
|
|
public readonly string TrailImage = null;
|
|
|
|
[SequenceReference("TrailImage")]
|
|
[Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")]
|
|
public readonly string[] TrailSequences = { "idle" };
|
|
|
|
[Desc("Interval in ticks between each spawned Trail animation.")]
|
|
public readonly int TrailInterval = 2;
|
|
|
|
[Desc("Delay in ticks until trail animation is spawned.")]
|
|
public readonly int TrailDelay = 1;
|
|
|
|
[PaletteReference("TrailUsePlayerPalette")]
|
|
[Desc("Palette used to render the trail sequence.")]
|
|
public readonly string TrailPalette = "effect";
|
|
|
|
[Desc("Use the Player Palette to render the trail sequence.")]
|
|
public readonly bool TrailUsePlayerPalette = false;
|
|
|
|
[Desc("Is this blocked by actors with BlocksProjectiles trait.")]
|
|
public readonly bool Blockable = true;
|
|
|
|
[Desc("Width of projectile (used for finding blocking actors).")]
|
|
public readonly WDist Width = new WDist(1);
|
|
|
|
[Desc("Arc in WAngles, two values indicate variable arc.")]
|
|
public readonly WAngle[] LaunchAngle = { WAngle.Zero };
|
|
|
|
[Desc("Up to how many times does this bullet bounce when touching ground without hitting a target.",
|
|
"0 implies exploding on contact with the originally targeted position.")]
|
|
public readonly int BounceCount = 0;
|
|
|
|
[Desc("Modify distance of each bounce by this percentage of previous distance.")]
|
|
public readonly int BounceRangeModifier = 60;
|
|
|
|
[Desc("Sound to play when the projectile hits the ground, but not the target.")]
|
|
public readonly string BounceSound = null;
|
|
|
|
[Desc("If projectile touches an actor with one of these stances during or after the first bounce, trigger explosion.")]
|
|
public readonly Stance ValidBounceBlockerStances = Stance.Enemy | Stance.Neutral;
|
|
|
|
[Desc("Altitude above terrain below which to explode. Zero effectively deactivates airburst.")]
|
|
public readonly WDist AirburstAltitude = WDist.Zero;
|
|
|
|
public readonly int ContrailLength = 0;
|
|
public readonly int ContrailZOffset = 2047;
|
|
public readonly Color ContrailColor = Color.White;
|
|
public readonly bool ContrailUsePlayerColor = false;
|
|
public readonly int ContrailDelay = 1;
|
|
public readonly WDist ContrailWidth = new WDist(64);
|
|
|
|
public IProjectile Create(ProjectileArgs args) { return new Bullet(this, args); }
|
|
}
|
|
|
|
public class Bullet : IProjectile, ISync
|
|
{
|
|
readonly BulletInfo info;
|
|
readonly ProjectileArgs args;
|
|
readonly Animation anim;
|
|
readonly WAngle facing;
|
|
readonly WAngle angle;
|
|
readonly WDist speed;
|
|
readonly string trailPalette;
|
|
|
|
ContrailRenderable contrail;
|
|
|
|
[Sync]
|
|
WPos pos, target, source;
|
|
|
|
int length;
|
|
int ticks, smokeTicks;
|
|
int remainingBounces;
|
|
|
|
public Bullet(BulletInfo info, ProjectileArgs args)
|
|
{
|
|
this.info = info;
|
|
this.args = args;
|
|
pos = args.Source;
|
|
source = args.Source;
|
|
|
|
var world = args.SourceActor.World;
|
|
|
|
if (info.LaunchAngle.Length > 1)
|
|
angle = new WAngle(world.SharedRandom.Next(info.LaunchAngle[0].Angle, info.LaunchAngle[1].Angle));
|
|
else
|
|
angle = info.LaunchAngle[0];
|
|
|
|
if (info.Speed.Length > 1)
|
|
speed = new WDist(world.SharedRandom.Next(info.Speed[0].Length, info.Speed[1].Length));
|
|
else
|
|
speed = info.Speed[0];
|
|
|
|
target = args.PassiveTarget;
|
|
if (info.Inaccuracy.Length > 0)
|
|
{
|
|
var inaccuracy = Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
|
|
var range = Util.ApplyPercentageModifiers(args.Weapon.Range.Length, args.RangeModifiers);
|
|
var maxOffset = inaccuracy * (target - pos).Length / range;
|
|
target += WVec.FromPDF(world.SharedRandom, 2) * maxOffset / 1024;
|
|
}
|
|
|
|
if (info.AirburstAltitude > WDist.Zero)
|
|
target += new WVec(WDist.Zero, WDist.Zero, info.AirburstAltitude);
|
|
|
|
facing = (target - pos).Yaw;
|
|
length = Math.Max((target - pos).Length / speed.Length, 1);
|
|
|
|
if (!string.IsNullOrEmpty(info.Image))
|
|
{
|
|
anim = new Animation(world, info.Image, new Func<WAngle>(GetEffectiveFacing));
|
|
anim.PlayRepeating(info.Sequences.Random(world.SharedRandom));
|
|
}
|
|
|
|
if (info.ContrailLength > 0)
|
|
{
|
|
var color = info.ContrailUsePlayerColor ? ContrailRenderable.ChooseColor(args.SourceActor) : info.ContrailColor;
|
|
contrail = new ContrailRenderable(world, color, info.ContrailWidth, info.ContrailLength, info.ContrailDelay, info.ContrailZOffset);
|
|
}
|
|
|
|
trailPalette = info.TrailPalette;
|
|
if (info.TrailUsePlayerPalette)
|
|
trailPalette += args.SourceActor.Owner.InternalName;
|
|
|
|
smokeTicks = info.TrailDelay;
|
|
remainingBounces = info.BounceCount;
|
|
}
|
|
|
|
WAngle GetEffectiveFacing()
|
|
{
|
|
var at = (float)ticks / (length - 1);
|
|
var attitude = angle.Tan() * (1 - 2 * at) / (4 * 1024);
|
|
|
|
var u = (facing.Angle % 512) / 512f;
|
|
var scale = 2048 * u * (1 - u);
|
|
|
|
var effective = (int)(facing.Angle < 512
|
|
? facing.Angle - scale * attitude
|
|
: facing.Angle + scale * attitude);
|
|
|
|
return new WAngle(effective);
|
|
}
|
|
|
|
public void Tick(World world)
|
|
{
|
|
if (anim != null)
|
|
anim.Tick();
|
|
|
|
var lastPos = pos;
|
|
pos = WPos.LerpQuadratic(source, target, angle, ticks, length);
|
|
|
|
// Check for walls or other blocking obstacles
|
|
var shouldExplode = false;
|
|
WPos blockedPos;
|
|
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, lastPos, pos, info.Width,
|
|
out blockedPos))
|
|
{
|
|
pos = blockedPos;
|
|
shouldExplode = true;
|
|
}
|
|
|
|
if (!string.IsNullOrEmpty(info.TrailImage) && --smokeTicks < 0)
|
|
{
|
|
var delayedPos = WPos.LerpQuadratic(source, target, angle, ticks - info.TrailDelay, length);
|
|
world.AddFrameEndTask(w => w.Add(new SpriteEffect(delayedPos, GetEffectiveFacing(), w,
|
|
info.TrailImage, info.TrailSequences.Random(world.SharedRandom), trailPalette)));
|
|
|
|
smokeTicks = info.TrailInterval;
|
|
}
|
|
|
|
if (info.ContrailLength > 0)
|
|
contrail.Update(pos);
|
|
|
|
var flightLengthReached = ticks++ >= length;
|
|
var shouldBounce = remainingBounces > 0;
|
|
|
|
if (flightLengthReached && shouldBounce)
|
|
{
|
|
shouldExplode |= AnyValidTargetsInRadius(world, pos, info.Width, args.SourceActor, true);
|
|
target += (pos - source) * info.BounceRangeModifier / 100;
|
|
var dat = world.Map.DistanceAboveTerrain(target);
|
|
target += new WVec(0, 0, -dat.Length);
|
|
length = Math.Max((target - pos).Length / speed.Length, 1);
|
|
ticks = 0;
|
|
source = pos;
|
|
Game.Sound.Play(SoundType.World, info.BounceSound, source);
|
|
remainingBounces--;
|
|
}
|
|
|
|
// Flight length reached / exceeded
|
|
shouldExplode |= flightLengthReached && !shouldBounce;
|
|
|
|
// Driving into cell with higher height level
|
|
shouldExplode |= world.Map.DistanceAboveTerrain(pos).Length < 0;
|
|
|
|
// After first bounce, check for targets each tick
|
|
if (remainingBounces < info.BounceCount)
|
|
shouldExplode |= AnyValidTargetsInRadius(world, pos, info.Width, args.SourceActor, true);
|
|
|
|
if (shouldExplode)
|
|
Explode(world);
|
|
}
|
|
|
|
public IEnumerable<IRenderable> Render(WorldRenderer wr)
|
|
{
|
|
if (info.ContrailLength > 0)
|
|
yield return contrail;
|
|
|
|
if (anim == null || ticks >= length)
|
|
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;
|
|
}
|
|
}
|
|
|
|
void Explode(World world)
|
|
{
|
|
if (info.ContrailLength > 0)
|
|
world.AddFrameEndTask(w => w.Add(new ContrailFader(pos, contrail)));
|
|
|
|
world.AddFrameEndTask(w => w.Remove(this));
|
|
|
|
args.Weapon.Impact(Target.FromPos(pos), new WarheadArgs(args));
|
|
}
|
|
|
|
bool AnyValidTargetsInRadius(World world, WPos pos, WDist radius, Actor firedBy, bool checkTargetType)
|
|
{
|
|
foreach (var victim in world.FindActorsOnCircle(pos, radius))
|
|
{
|
|
if (checkTargetType && !Target.FromActor(victim).IsValidFor(firedBy))
|
|
continue;
|
|
|
|
if (!info.ValidBounceBlockerStances.HasStance(victim.Owner.Stances[firedBy.Owner]))
|
|
continue;
|
|
|
|
// If the impact position is within any actor's HitShape, we have a direct hit
|
|
var activeShapes = victim.TraitsImplementing<HitShape>().Where(Exts.IsTraitEnabled);
|
|
if (activeShapes.Any(i => i.DistanceFromEdge(victim, pos).Length <= 0))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
}
|