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

396 lines
13 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 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
{
[Desc("Projectile that travels in a straight line or arc.")]
public class BulletInfo : IProjectileInfo
{
[Desc("Projectile speed in WDist / tick, two values indicate variable velocity.")]
public readonly WDist[] Speed = { new(17) };
[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("Image to display.")]
public readonly string Image = null;
[SequenceReference(nameof(Image), allowNullImage: true)]
[Desc("Loop a randomly chosen sequence of Image from this list while this projectile is moving.")]
public readonly string[] Sequences = { "idle" };
[PaletteReference(nameof(IsPlayerPalette))]
[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;
[Desc("Color to draw shadow if Shadow is true.")]
public readonly Color ShadowColor = Color.FromArgb(140, 0, 0, 0);
[Desc("Trail animation.")]
public readonly string TrailImage = null;
[SequenceReference(nameof(TrailImage), allowNullImage: true)]
[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(nameof(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(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("Terrain where the projectile explodes instead of bouncing.")]
public readonly HashSet<string> InvalidBounceTerrain = new();
[Desc("Trigger the explosion if the projectile touches an actor thats owner has these player relationships.")]
public readonly PlayerRelationship ValidBounceBlockerRelationships = PlayerRelationship.Enemy | PlayerRelationship.Neutral;
[Desc("Altitude above terrain below which to explode. Zero effectively deactivates airburst.")]
public readonly WDist AirburstAltitude = WDist.Zero;
[Desc("When set, display a line behind the actor. Length is measured in ticks after appearing.")]
public readonly int ContrailLength = 0;
[Desc("Time (in ticks) after which the line should appear. Controls the distance to the actor.")]
public readonly int ContrailDelay = 1;
[Desc("Equivalent to sequence ZOffset. Controls Z sorting.")]
public readonly int ContrailZOffset = 2047;
[Desc("Thickness of the emitted line at the start of the contrail.")]
public readonly WDist ContrailStartWidth = new(64);
[Desc("Thickness of the emitted line at the end of the contrail. Will default to " + nameof(ContrailStartWidth) + " if left undefined")]
public readonly WDist? ContrailEndWidth = null;
[Desc("RGB color at the contrail start.")]
public readonly Color ContrailStartColor = Color.White;
[Desc("Use player remap color instead of a custom color at the contrail the start.")]
public readonly bool ContrailStartColorUsePlayerColor = false;
[Desc("The alpha value [from 0 to 255] of color at the contrail the start.")]
public readonly int ContrailStartColorAlpha = 255;
[Desc("RGB color at the contrail end. Will default to " + nameof(ContrailStartColor) + " if left undefined")]
public readonly Color? ContrailEndColor;
[Desc("Use player remap color instead of a custom color at the contrail end.")]
public readonly bool ContrailEndColorUsePlayerColor = false;
[Desc("The alpha value [from 0 to 255] of color at the contrail end.")]
public readonly int ContrailEndColorAlpha = 0;
public virtual IProjectile Create(ProjectileArgs args) { return new Bullet(this, args); }
}
public class Bullet : IProjectile, ISync
{
readonly BulletInfo info;
protected readonly ProjectileArgs Args;
protected readonly Animation Animation;
readonly WAngle facing;
readonly WAngle angle;
readonly WDist speed;
readonly string trailPalette;
readonly float3 shadowColor;
readonly float shadowAlpha;
readonly ContrailRenderable contrail;
[Sync]
protected WPos pos, lastPos, target, source;
int length;
int ticks, smokeTicks;
int remainingBounces;
protected bool FlightLengthReached => ticks >= length;
public Bullet(BulletInfo info, ProjectileArgs args)
{
this.info = info;
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 maxInaccuracyOffset = Util.GetProjectileInaccuracy(info.Inaccuracy.Length, info.InaccuracyType, args);
target += WVec.FromPDF(world.SharedRandom, 2) * maxInaccuracyOffset / 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))
{
Animation = new Animation(world, info.Image, new Func<WAngle>(GetEffectiveFacing));
Animation.PlayRepeating(info.Sequences.Random(world.SharedRandom));
}
if (info.ContrailLength > 0)
{
var startcolor = Color.FromArgb(info.ContrailStartColorAlpha, info.ContrailStartColor);
var endcolor = Color.FromArgb(info.ContrailEndColorAlpha, info.ContrailEndColor ?? startcolor);
contrail = new ContrailRenderable(world, args.SourceActor,
startcolor, info.ContrailStartColorUsePlayerColor,
endcolor, info.ContrailEndColor == null ? info.ContrailStartColorUsePlayerColor : info.ContrailEndColorUsePlayerColor,
info.ContrailStartWidth,
info.ContrailEndWidth ?? info.ContrailStartWidth,
info.ContrailLength, info.ContrailDelay, info.ContrailZOffset);
}
trailPalette = info.TrailPalette;
if (info.TrailUsePlayerPalette)
trailPalette += args.SourceActor.Owner.InternalName;
smokeTicks = info.TrailDelay;
remainingBounces = info.BounceCount;
shadowColor = new float3(info.ShadowColor.R, info.ShadowColor.G, info.ShadowColor.B) / 255f;
shadowAlpha = info.ShadowColor.A / 255f;
}
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 virtual void Tick(World world)
{
Animation?.Tick();
lastPos = pos;
pos = WPos.LerpQuadratic(source, target, angle, ticks, length);
if (ShouldExplode(world))
{
if (info.ContrailLength > 0)
world.AddFrameEndTask(w => w.Add(new ContrailFader(pos, contrail)));
Explode(world);
}
}
bool ShouldExplode(World world)
{
// Check for walls or other blocking obstacles
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, Args.SourceActor.Owner, lastPos, pos, info.Width, out var blockedPos))
{
pos = blockedPos;
return 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)
{
var cell = world.Map.CellContaining(pos);
if (!world.Map.Contains(cell))
return true;
if (info.InvalidBounceTerrain.Contains(world.Map.GetTerrainInfo(cell).Type))
return true;
if (AnyValidTargetsInRadius(world, pos, info.Width, Args.SourceActor, true))
return 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
if (flightLengthReached && !shouldBounce)
return true;
// Driving into cell with higher height level
if (world.Map.DistanceAboveTerrain(pos).Length < 0)
return true;
// After first bounce, check for targets each tick
if (remainingBounces < info.BounceCount && AnyValidTargetsInRadius(world, pos, info.Width, Args.SourceActor, true))
return true;
return false;
}
public virtual IEnumerable<IRenderable> Render(WorldRenderer wr)
{
if (info.ContrailLength > 0)
yield return contrail;
if (FlightLengthReached)
yield break;
foreach (var r in RenderAnimation(wr))
yield return r;
}
protected IEnumerable<IRenderable> RenderAnimation(WorldRenderer wr)
{
if (Animation == null)
yield break;
var world = Args.SourceActor.World;
if (!world.FogObscures(pos))
{
var paletteName = info.Palette;
if (paletteName != null && info.IsPlayerPalette)
paletteName += Args.SourceActor.Owner.InternalName;
var palette = wr.Palette(paletteName);
if (info.Shadow)
{
var dat = world.Map.DistanceAboveTerrain(pos);
var shadowPos = pos - new WVec(0, 0, dat.Length);
foreach (var r in Animation.Render(shadowPos, palette))
yield return ((IModifyableRenderable)r)
.WithTint(shadowColor, ((IModifyableRenderable)r).TintModifiers | TintModifiers.ReplaceColor)
.WithAlpha(shadowAlpha);
}
foreach (var r in Animation.Render(pos, palette))
yield return r;
}
}
protected virtual void Explode(World world)
{
world.AddFrameEndTask(w => w.Remove(this));
var warheadArgs = new WarheadArgs(Args)
{
ImpactOrientation = new WRot(WAngle.Zero, Util.GetVerticalAngle(lastPos, pos), Args.Facing),
ImpactPosition = pos,
};
Args.Weapon.Impact(Target.FromPos(pos), warheadArgs);
}
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 (victim != Args.GuidedTarget.Actor && !info.ValidBounceBlockerRelationships.HasRelationship(firedBy.Owner.RelationshipWith(victim.Owner)))
continue;
// If the impact position is within any actor's HitShape, we have a direct hit
// PERF: Avoid using TraitsImplementing<HitShape> that needs to find the actor in the trait dictionary.
foreach (var targetPos in victim.EnabledTargetablePositions)
if (targetPos is HitShape h && h.DistanceFromEdge(victim, pos).Length <= 0)
return true;
}
return false;
}
}
}