Files
OpenRA/OpenRA.Mods.Common/Projectiles/AreaBeam.cs
2024-07-29 21:56:36 +02:00

297 lines
9.5 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles
{
[Desc("Beam projectile that travels in a straight line.")]
public class AreaBeamInfo : IProjectileInfo
{
[Desc("Projectile speed in WDist / tick, two values indicate a randomly picked velocity per beam.")]
public readonly WDist[] Speed = { new(128) };
[Desc("The maximum duration (in ticks) of each beam burst.")]
public readonly int Duration = 10;
[Desc("The number of ticks between the beam causing warhead impacts in its area of effect.")]
public readonly int DamageInterval = 3;
[Desc("The width of the beam.")]
public readonly WDist Width = new(512);
[Desc("The shape of the beam. Accepts values Cylindrical or Flat.")]
public readonly BeamRenderableShape Shape = BeamRenderableShape.Cylindrical;
[Desc("How far beyond the target the projectile keeps on travelling.")]
public readonly WDist BeyondTargetRange = new(0);
[Desc("The minimum distance the beam travels.")]
public readonly WDist MinDistance = WDist.Zero;
[Desc("Damage modifier applied at each range step.")]
public readonly int[] Falloff = { 100, 100 };
[Desc("Ranges at which each Falloff step is defined.")]
public readonly WDist[] Range = { WDist.Zero, new(int.MaxValue) };
[Desc("The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property.")]
public readonly WDist Inaccuracy = WDist.Zero;
[Desc("Controls the way inaccuracy is calculated. Possible values are " +
"'Maximum' - scale from 0 to max with range, " +
"'PerCellIncrement' - scale from 0 with range, " +
"'Absolute' - use set value regardless of range.")]
public readonly InaccuracyType InaccuracyType = InaccuracyType.Maximum;
[Desc("Can this projectile be blocked when hitting actors with an IBlocksProjectiles trait.")]
public readonly bool Blockable = false;
[Desc("Does the beam follow the target.")]
public readonly bool TrackTarget = false;
[Desc("Should the beam be visually rendered? False = Beam is invisible.")]
public readonly bool RenderBeam = true;
[Desc("Equivalent to sequence ZOffset. Controls Z sorting.")]
public readonly int ZOffset = 0;
[Desc("Color of the beam.")]
public readonly Color Color = Color.Red;
[Desc("Beam color is the player's color.")]
public readonly bool UsePlayerColor = false;
public IProjectile Create(ProjectileArgs args)
{
var c = UsePlayerColor ? args.SourceActor.OwnerColor() : Color;
return new AreaBeam(this, args, c);
}
}
public class AreaBeam : IProjectile, ISync
{
readonly AreaBeamInfo info;
readonly ProjectileArgs args;
readonly AttackBase actorAttackBase;
readonly Color color;
readonly WDist speed;
readonly WDist weaponRange;
[Sync]
WPos headPos;
[Sync]
WPos tailPos;
[Sync]
WPos target;
int length;
WAngle towardsTargetFacing;
int headTicks;
int tailTicks;
bool isHeadTravelling = true;
bool isTailTravelling;
bool continueTracking = true;
bool IsBeamComplete => !isHeadTravelling && headTicks >= length && !isTailTravelling && tailTicks >= length;
public AreaBeam(AreaBeamInfo info, ProjectileArgs args, Color color)
{
this.info = info;
this.args = args;
this.color = color;
actorAttackBase = args.SourceActor.Trait<AttackBase>();
var world = args.SourceActor.World;
if (info.Speed.Length > 1)
speed = new WDist(world.SharedRandom.Next(info.Speed[0].Length, info.Speed[1].Length));
else
speed = info.Speed[0];
// Both the head and tail start at the source actor, but initially only the head is travelling.
headPos = args.Source;
tailPos = headPos;
target = args.PassiveTarget;
if (info.Inaccuracy.Length > 0)
{
var maxInaccuracyOffset = Util.GetProjectileInaccuracy(info.Inaccuracy.Length, info.InaccuracyType, args);
target += WVec.FromPDF(world.SharedRandom, 2) * maxInaccuracyOffset / 1024;
}
towardsTargetFacing = (target - headPos).Yaw;
// Update the target position with the range we shoot beyond the target by
// I.e. we can deliberately overshoot, so aim for that position
var dir = new WVec(0, -1024, 0).Rotate(WRot.FromYaw(towardsTargetFacing));
var dist = (args.SourceActor.CenterPosition - target).Length;
int extraDist;
if (info.MinDistance.Length > dist)
{
if (info.MinDistance.Length - dist < info.BeyondTargetRange.Length)
extraDist = info.BeyondTargetRange.Length;
else
extraDist = info.MinDistance.Length - dist;
}
else
extraDist = info.BeyondTargetRange.Length;
target += dir * extraDist / 1024;
length = Math.Max((target - headPos).Length / speed.Length, 1);
weaponRange = new WDist(Util.ApplyPercentageModifiers(args.Weapon.Range.Length, args.RangeModifiers));
}
void TrackTarget()
{
if (!continueTracking)
return;
if (args.GuidedTarget.IsValidFor(args.SourceActor))
{
var guidedTargetPos = args.Weapon.TargetActorCenter ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.ClosestToIgnoringPath(args.Source);
var targetDistance = new WDist((guidedTargetPos - args.Source).Length);
// Only continue tracking target if it's within weapon range +
// BeyondTargetRange to avoid edge case stuttering (start firing and immediately stop again).
if (targetDistance > weaponRange + info.BeyondTargetRange)
StopTargeting();
else
{
target = guidedTargetPos;
towardsTargetFacing = (target - args.Source).Yaw;
// Update the target position with the range we shoot beyond the target by
// I.e. we can deliberately overshoot, so aim for that position
var dir = new WVec(0, -1024, 0).Rotate(WRot.FromYaw(towardsTargetFacing));
target += dir * info.BeyondTargetRange.Length / 1024;
}
}
}
void StopTargeting()
{
continueTracking = false;
isTailTravelling = true;
}
public void Tick(World world)
{
if (info.TrackTarget)
TrackTarget();
if (++headTicks >= length)
{
headPos = target;
isHeadTravelling = false;
}
else if (isHeadTravelling)
headPos = WPos.LerpQuadratic(args.Source, target, WAngle.Zero, headTicks, length);
if (tailTicks <= 0 && args.SourceActor.IsInWorld && !args.SourceActor.IsDead)
{
args.Source = args.CurrentSource();
tailPos = args.Source;
}
// Allow for leniency to avoid edge case stuttering (start firing and immediately stop again).
var outOfWeaponRange = weaponRange + info.BeyondTargetRange < new WDist((args.PassiveTarget - args.Source).Length);
// While the head is travelling, the tail must start to follow Duration ticks later.
// Alternatively, also stop emitting the beam if source actor dies or is ordered to stop.
if ((headTicks >= info.Duration && !isTailTravelling) || args.SourceActor.IsDead ||
!actorAttackBase.IsAiming || outOfWeaponRange)
StopTargeting();
if (isTailTravelling)
{
if (++tailTicks >= length)
{
tailPos = target;
isTailTravelling = false;
}
else
tailPos = WPos.LerpQuadratic(args.Source, target, WAngle.Zero, tailTicks, length);
}
// Check for blocking actors
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, args.SourceActor.Owner, tailPos, headPos, info.Width, out var blockedPos))
{
headPos = blockedPos;
target = headPos;
length = Math.Min(headTicks, length);
}
// Damage is applied to intersected actors every DamageInterval ticks
if (headTicks % info.DamageInterval == 0)
{
var actors = world.FindActorsOnLine(tailPos, headPos, info.Width);
foreach (var a in actors)
{
var adjustedModifiers = args.DamageModifiers.Append(GetFalloff((args.Source - a.CenterPosition).Length));
var warheadArgs = new WarheadArgs(args)
{
ImpactOrientation = new WRot(WAngle.Zero, Util.GetVerticalAngle(args.Source, target), args.CurrentMuzzleFacing()),
// Calculating an impact position is bogus for line damage.
// FindActorsOnLine guarantees that the beam touches the target's HitShape,
// so we just assume a center hit to avoid bogus warhead recalculations.
ImpactPosition = a.CenterPosition,
DamageModifiers = adjustedModifiers.ToArray(),
};
args.Weapon.Impact(Target.FromActor(a), warheadArgs);
}
}
if (IsBeamComplete)
world.AddFrameEndTask(w => w.Remove(this));
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
if (!IsBeamComplete && info.RenderBeam && !(wr.World.FogObscures(tailPos) && wr.World.FogObscures(headPos)))
{
var beamRender = new BeamRenderable(headPos, info.ZOffset, tailPos - headPos, info.Shape, info.Width, color);
return new[] { (IRenderable)beamRender };
}
return SpriteRenderable.None;
}
int GetFalloff(int distance)
{
var inner = info.Range[0].Length;
for (var i = 1; i < info.Range.Length; i++)
{
var outer = info.Range[i].Length;
if (outer > distance)
return int2.Lerp(info.Falloff[i - 1], info.Falloff[i], distance - inner, outer - inner);
inner = outer;
}
return 0;
}
}
}