396 lines
13 KiB
C#
396 lines
13 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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 System;
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using System.Collections.Generic;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Projectiles
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{
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[Desc("Projectile that travels in a straight line or arc.")]
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public class BulletInfo : IProjectileInfo
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{
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[Desc("Projectile speed in WDist / tick, two values indicate variable velocity.")]
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public readonly WDist[] Speed = { new(17) };
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[Desc("The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property.")]
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public readonly WDist Inaccuracy = WDist.Zero;
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[Desc("Controls the way inaccuracy is calculated. Possible values are " +
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"'Maximum' - scale from 0 to max with range, " +
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"'PerCellIncrement' - scale from 0 with range, " +
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"'Absolute' - use set value regardless of range.")]
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public readonly InaccuracyType InaccuracyType = InaccuracyType.Maximum;
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[Desc("Image to display.")]
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public readonly string Image = null;
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[SequenceReference(nameof(Image), allowNullImage: true)]
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[Desc("Loop a randomly chosen sequence of Image from this list while this projectile is moving.")]
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public readonly string[] Sequences = { "idle" };
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[PaletteReference(nameof(IsPlayerPalette))]
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[Desc("The palette used to draw this projectile.")]
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public readonly string Palette = "effect";
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[Desc("Palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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[Desc("Does this projectile have a shadow?")]
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public readonly bool Shadow = false;
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[Desc("Color to draw shadow if Shadow is true.")]
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public readonly Color ShadowColor = Color.FromArgb(140, 0, 0, 0);
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[Desc("Trail animation.")]
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public readonly string TrailImage = null;
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[SequenceReference(nameof(TrailImage), allowNullImage: true)]
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[Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")]
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public readonly string[] TrailSequences = { "idle" };
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[Desc("Interval in ticks between each spawned Trail animation.")]
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public readonly int TrailInterval = 2;
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[Desc("Delay in ticks until trail animation is spawned.")]
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public readonly int TrailDelay = 1;
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[PaletteReference(nameof(TrailUsePlayerPalette))]
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[Desc("Palette used to render the trail sequence.")]
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public readonly string TrailPalette = "effect";
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[Desc("Use the Player Palette to render the trail sequence.")]
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public readonly bool TrailUsePlayerPalette = false;
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[Desc("Is this blocked by actors with BlocksProjectiles trait.")]
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public readonly bool Blockable = true;
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[Desc("Width of projectile (used for finding blocking actors).")]
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public readonly WDist Width = new(1);
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[Desc("Arc in WAngles, two values indicate variable arc.")]
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public readonly WAngle[] LaunchAngle = { WAngle.Zero };
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[Desc("Up to how many times does this bullet bounce when touching ground without hitting a target.",
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"0 implies exploding on contact with the originally targeted position.")]
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public readonly int BounceCount = 0;
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[Desc("Modify distance of each bounce by this percentage of previous distance.")]
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public readonly int BounceRangeModifier = 60;
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[Desc("Sound to play when the projectile hits the ground, but not the target.")]
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public readonly string BounceSound = null;
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[Desc("Terrain where the projectile explodes instead of bouncing.")]
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public readonly HashSet<string> InvalidBounceTerrain = new();
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[Desc("Trigger the explosion if the projectile touches an actor thats owner has these player relationships.")]
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public readonly PlayerRelationship ValidBounceBlockerRelationships = PlayerRelationship.Enemy | PlayerRelationship.Neutral;
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[Desc("Altitude above terrain below which to explode. Zero effectively deactivates airburst.")]
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public readonly WDist AirburstAltitude = WDist.Zero;
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[Desc("When set, display a line behind the actor. Length is measured in ticks after appearing.")]
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public readonly int ContrailLength = 0;
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[Desc("Time (in ticks) after which the line should appear. Controls the distance to the actor.")]
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public readonly int ContrailDelay = 1;
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[Desc("Equivalent to sequence ZOffset. Controls Z sorting.")]
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public readonly int ContrailZOffset = 2047;
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[Desc("Thickness of the emitted line at the start of the contrail.")]
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public readonly WDist ContrailStartWidth = new(64);
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[Desc("Thickness of the emitted line at the end of the contrail. Will default to " + nameof(ContrailStartWidth) + " if left undefined")]
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public readonly WDist? ContrailEndWidth = null;
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[Desc("RGB color at the contrail start.")]
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public readonly Color ContrailStartColor = Color.White;
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[Desc("Use player remap color instead of a custom color at the contrail the start.")]
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public readonly bool ContrailStartColorUsePlayerColor = false;
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[Desc("The alpha value [from 0 to 255] of color at the contrail the start.")]
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public readonly int ContrailStartColorAlpha = 255;
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[Desc("RGB color at the contrail end. Will default to " + nameof(ContrailStartColor) + " if left undefined")]
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public readonly Color? ContrailEndColor;
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[Desc("Use player remap color instead of a custom color at the contrail end.")]
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public readonly bool ContrailEndColorUsePlayerColor = false;
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[Desc("The alpha value [from 0 to 255] of color at the contrail end.")]
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public readonly int ContrailEndColorAlpha = 0;
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public virtual IProjectile Create(ProjectileArgs args) { return new Bullet(this, args); }
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}
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public class Bullet : IProjectile, ISync
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{
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readonly BulletInfo info;
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protected readonly ProjectileArgs Args;
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protected readonly Animation Animation;
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readonly WAngle facing;
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readonly WAngle angle;
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readonly WDist speed;
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readonly string trailPalette;
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readonly float3 shadowColor;
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readonly float shadowAlpha;
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readonly ContrailRenderable contrail;
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[Sync]
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protected WPos pos, lastPos, target, source;
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int length;
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int ticks, smokeTicks;
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int remainingBounces;
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protected bool FlightLengthReached => ticks >= length;
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public Bullet(BulletInfo info, ProjectileArgs args)
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{
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this.info = info;
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Args = args;
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pos = args.Source;
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source = args.Source;
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var world = args.SourceActor.World;
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if (info.LaunchAngle.Length > 1)
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angle = new WAngle(world.SharedRandom.Next(info.LaunchAngle[0].Angle, info.LaunchAngle[1].Angle));
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else
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angle = info.LaunchAngle[0];
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if (info.Speed.Length > 1)
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speed = new WDist(world.SharedRandom.Next(info.Speed[0].Length, info.Speed[1].Length));
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else
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speed = info.Speed[0];
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target = args.PassiveTarget;
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if (info.Inaccuracy.Length > 0)
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{
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var maxInaccuracyOffset = Util.GetProjectileInaccuracy(info.Inaccuracy.Length, info.InaccuracyType, args);
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target += WVec.FromPDF(world.SharedRandom, 2) * maxInaccuracyOffset / 1024;
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}
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if (info.AirburstAltitude > WDist.Zero)
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target += new WVec(WDist.Zero, WDist.Zero, info.AirburstAltitude);
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facing = (target - pos).Yaw;
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length = Math.Max((target - pos).Length / speed.Length, 1);
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if (!string.IsNullOrEmpty(info.Image))
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{
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Animation = new Animation(world, info.Image, new Func<WAngle>(GetEffectiveFacing));
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Animation.PlayRepeating(info.Sequences.Random(world.SharedRandom));
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}
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if (info.ContrailLength > 0)
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{
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var startcolor = Color.FromArgb(info.ContrailStartColorAlpha, info.ContrailStartColor);
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var endcolor = Color.FromArgb(info.ContrailEndColorAlpha, info.ContrailEndColor ?? startcolor);
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contrail = new ContrailRenderable(world, args.SourceActor,
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startcolor, info.ContrailStartColorUsePlayerColor,
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endcolor, info.ContrailEndColor == null ? info.ContrailStartColorUsePlayerColor : info.ContrailEndColorUsePlayerColor,
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info.ContrailStartWidth,
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info.ContrailEndWidth ?? info.ContrailStartWidth,
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info.ContrailLength, info.ContrailDelay, info.ContrailZOffset);
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}
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trailPalette = info.TrailPalette;
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if (info.TrailUsePlayerPalette)
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trailPalette += args.SourceActor.Owner.InternalName;
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smokeTicks = info.TrailDelay;
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remainingBounces = info.BounceCount;
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shadowColor = new float3(info.ShadowColor.R, info.ShadowColor.G, info.ShadowColor.B) / 255f;
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shadowAlpha = info.ShadowColor.A / 255f;
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}
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WAngle GetEffectiveFacing()
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{
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var at = (float)ticks / (length - 1);
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var attitude = angle.Tan() * (1 - 2 * at) / (4 * 1024);
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var u = facing.Angle % 512 / 512f;
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var scale = 2048 * u * (1 - u);
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var effective = (int)(facing.Angle < 512
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? facing.Angle - scale * attitude
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: facing.Angle + scale * attitude);
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return new WAngle(effective);
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}
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public virtual void Tick(World world)
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{
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Animation?.Tick();
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lastPos = pos;
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pos = WPos.LerpQuadratic(source, target, angle, ticks, length);
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if (ShouldExplode(world))
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{
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if (info.ContrailLength > 0)
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world.AddFrameEndTask(w => w.Add(new ContrailFader(pos, contrail)));
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Explode(world);
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}
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}
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bool ShouldExplode(World world)
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{
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// Check for walls or other blocking obstacles
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if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, Args.SourceActor.Owner, lastPos, pos, info.Width, out var blockedPos))
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{
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pos = blockedPos;
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return true;
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}
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if (!string.IsNullOrEmpty(info.TrailImage) && --smokeTicks < 0)
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{
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var delayedPos = WPos.LerpQuadratic(source, target, angle, ticks - info.TrailDelay, length);
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(delayedPos, GetEffectiveFacing(), w,
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info.TrailImage, info.TrailSequences.Random(world.SharedRandom), trailPalette)));
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smokeTicks = info.TrailInterval;
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}
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if (info.ContrailLength > 0)
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contrail.Update(pos);
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var flightLengthReached = ticks++ >= length;
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var shouldBounce = remainingBounces > 0;
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if (flightLengthReached && shouldBounce)
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{
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var cell = world.Map.CellContaining(pos);
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if (!world.Map.Contains(cell))
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return true;
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if (info.InvalidBounceTerrain.Contains(world.Map.GetTerrainInfo(cell).Type))
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return true;
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if (AnyValidTargetsInRadius(world, pos, info.Width, Args.SourceActor, true))
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return true;
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target += (pos - source) * info.BounceRangeModifier / 100;
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var dat = world.Map.DistanceAboveTerrain(target);
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target += new WVec(0, 0, -dat.Length);
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length = Math.Max((target - pos).Length / speed.Length, 1);
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ticks = 0;
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source = pos;
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Game.Sound.Play(SoundType.World, info.BounceSound, source);
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remainingBounces--;
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}
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// Flight length reached / exceeded
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if (flightLengthReached && !shouldBounce)
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return true;
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// Driving into cell with higher height level
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if (world.Map.DistanceAboveTerrain(pos).Length < 0)
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return true;
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// After first bounce, check for targets each tick
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if (remainingBounces < info.BounceCount && AnyValidTargetsInRadius(world, pos, info.Width, Args.SourceActor, true))
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return true;
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return false;
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}
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public virtual IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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if (info.ContrailLength > 0)
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yield return contrail;
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if (FlightLengthReached)
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yield break;
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foreach (var r in RenderAnimation(wr))
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yield return r;
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}
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protected IEnumerable<IRenderable> RenderAnimation(WorldRenderer wr)
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{
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if (Animation == null)
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yield break;
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var world = Args.SourceActor.World;
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if (!world.FogObscures(pos))
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{
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var paletteName = info.Palette;
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if (paletteName != null && info.IsPlayerPalette)
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paletteName += Args.SourceActor.Owner.InternalName;
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var palette = wr.Palette(paletteName);
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if (info.Shadow)
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{
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var dat = world.Map.DistanceAboveTerrain(pos);
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var shadowPos = pos - new WVec(0, 0, dat.Length);
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foreach (var r in Animation.Render(shadowPos, palette))
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yield return ((IModifyableRenderable)r)
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.WithTint(shadowColor, ((IModifyableRenderable)r).TintModifiers | TintModifiers.ReplaceColor)
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.WithAlpha(shadowAlpha);
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}
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foreach (var r in Animation.Render(pos, palette))
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yield return r;
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}
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}
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protected virtual void Explode(World world)
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{
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world.AddFrameEndTask(w => w.Remove(this));
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var warheadArgs = new WarheadArgs(Args)
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{
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ImpactOrientation = new WRot(WAngle.Zero, Util.GetVerticalAngle(lastPos, pos), Args.Facing),
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ImpactPosition = pos,
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};
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Args.Weapon.Impact(Target.FromPos(pos), warheadArgs);
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}
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bool AnyValidTargetsInRadius(World world, WPos pos, WDist radius, Actor firedBy, bool checkTargetType)
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{
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foreach (var victim in world.FindActorsOnCircle(pos, radius))
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{
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if (checkTargetType && !Target.FromActor(victim).IsValidFor(firedBy))
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continue;
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if (victim != Args.GuidedTarget.Actor && !info.ValidBounceBlockerRelationships.HasRelationship(firedBy.Owner.RelationshipWith(victim.Owner)))
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continue;
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// If the impact position is within any actor's HitShape, we have a direct hit
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// PERF: Avoid using TraitsImplementing<HitShape> that needs to find the actor in the trait dictionary.
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foreach (var targetPos in victim.EnabledTargetablePositions)
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if (targetPos is HitShape h && h.DistanceFromEdge(victim, pos).Length <= 0)
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return true;
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}
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return false;
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}
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}
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}
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