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