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

218 lines
6.9 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.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("Not a sprite, but an engine effect.")]
public class LaserZapInfo : IProjectileInfo
{
[Desc("The width of the zap.")]
public readonly WDist Width = new(86);
[Desc("The shape of the beam. Accepts values Cylindrical or Flat.")]
public readonly BeamRenderableShape Shape = BeamRenderableShape.Cylindrical;
[Desc("Equivalent to sequence ZOffset. Controls Z sorting.")]
public readonly int ZOffset = 0;
[Desc("The maximum duration (in ticks) of the beam's existence.")]
public readonly int Duration = 10;
[Desc("Total time-frame in ticks that the beam deals damage every DamageInterval.")]
public readonly int DamageDuration = 1;
[Desc("The number of ticks between the beam causing warhead impacts in its area of effect.")]
public readonly int DamageInterval = 1;
public readonly bool UsePlayerColor = false;
[Desc("Color of the beam.")]
public readonly Color Color = Color.Red;
[Desc("Beam follows the target.")]
public readonly bool TrackTarget = true;
[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("Beam can be blocked.")]
public readonly bool Blockable = false;
[Desc("Draw a second beam (for 'glow' effect).")]
public readonly bool SecondaryBeam = false;
[Desc("The width of the zap.")]
public readonly WDist SecondaryBeamWidth = new(86);
[Desc("The shape of the beam. Accepts values Cylindrical or Flat.")]
public readonly BeamRenderableShape SecondaryBeamShape = BeamRenderableShape.Cylindrical;
[Desc("Equivalent to sequence ZOffset. Controls Z sorting.")]
public readonly int SecondaryBeamZOffset = 0;
public readonly bool SecondaryBeamUsePlayerColor = false;
[Desc("Color of the secondary beam.")]
public readonly Color SecondaryBeamColor = Color.Red;
[Desc("Impact animation.")]
public readonly string HitAnim = null;
[SequenceReference(nameof(HitAnim), allowNullImage: true)]
[Desc("Sequence of impact animation to use.")]
public readonly string HitAnimSequence = "idle";
[PaletteReference]
public readonly string HitAnimPalette = "effect";
[Desc("Image containing launch effect sequence.")]
public readonly string LaunchEffectImage = null;
[SequenceReference(nameof(LaunchEffectImage), allowNullImage: true)]
[Desc("Launch effect sequence to play.")]
public readonly string LaunchEffectSequence = null;
[PaletteReference]
[Desc("Palette to use for launch effect.")]
public readonly string LaunchEffectPalette = "effect";
public IProjectile Create(ProjectileArgs args)
{
var c = UsePlayerColor ? args.SourceActor.OwnerColor() : Color;
return new LaserZap(this, args, c);
}
}
public class LaserZap : IProjectile, ISync
{
readonly ProjectileArgs args;
readonly LaserZapInfo info;
readonly Animation hitanim;
readonly Color color;
readonly Color secondaryColor;
readonly bool hasLaunchEffect;
int ticks;
int interval;
bool showHitAnim;
[Sync]
WPos target;
[Sync]
WPos source;
public LaserZap(LaserZapInfo info, ProjectileArgs args, Color color)
{
this.args = args;
this.info = info;
this.color = color;
secondaryColor = info.SecondaryBeamUsePlayerColor ? args.SourceActor.OwnerColor() : info.SecondaryBeamColor;
target = args.PassiveTarget;
source = args.Source;
if (info.Inaccuracy.Length > 0)
{
var maxInaccuracyOffset = Util.GetProjectileInaccuracy(info.Inaccuracy.Length, info.InaccuracyType, args);
target += WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * maxInaccuracyOffset / 1024;
}
if (!string.IsNullOrEmpty(info.HitAnim))
{
hitanim = new Animation(args.SourceActor.World, info.HitAnim);
showHitAnim = true;
}
hasLaunchEffect = !string.IsNullOrEmpty(info.LaunchEffectImage) && !string.IsNullOrEmpty(info.LaunchEffectSequence);
}
public void Tick(World world)
{
source = args.CurrentSource();
if (hasLaunchEffect && ticks == 0)
world.AddFrameEndTask(w => w.Add(new SpriteEffect(args.CurrentSource, args.CurrentMuzzleFacing, world,
info.LaunchEffectImage, info.LaunchEffectSequence, info.LaunchEffectPalette)));
// Beam tracks target
if (info.TrackTarget && args.GuidedTarget.IsValidFor(args.SourceActor))
target = args.Weapon.TargetActorCenter ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.ClosestToIgnoringPath(source);
// Check for blocking actors
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, args.SourceActor.Owner, source, target, info.Width, out var blockedPos))
{
target = blockedPos;
}
if (ticks < info.DamageDuration && --interval <= 0)
{
var warheadArgs = new WarheadArgs(args)
{
ImpactOrientation = new WRot(WAngle.Zero, Util.GetVerticalAngle(source, target), args.CurrentMuzzleFacing()),
ImpactPosition = target,
};
args.Weapon.Impact(Target.FromPos(target), warheadArgs);
interval = info.DamageInterval;
}
if (showHitAnim)
{
if (ticks == 0)
hitanim.PlayThen(info.HitAnimSequence, () => showHitAnim = false);
hitanim.Tick();
}
if (++ticks >= info.Duration && !showHitAnim)
world.AddFrameEndTask(w => w.Remove(this));
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
if (wr.World.FogObscures(target) &&
wr.World.FogObscures(source))
yield break;
if (ticks < info.Duration)
{
var rc = Color.FromArgb((info.Duration - ticks) * color.A / info.Duration, color);
yield return new BeamRenderable(source, info.ZOffset, target - source, info.Shape, info.Width, rc);
if (info.SecondaryBeam)
{
var src = Color.FromArgb((info.Duration - ticks) * secondaryColor.A / info.Duration, secondaryColor);
yield return new BeamRenderable(source, info.SecondaryBeamZOffset, target - source,
info.SecondaryBeamShape, info.SecondaryBeamWidth, src);
}
}
if (showHitAnim)
foreach (var r in hitanim.Render(target, wr.Palette(info.HitAnimPalette)))
yield return r;
}
}
}