Files
OpenRA/OpenRA.Mods.RA/Effects/Bullet.cs
Matthias Mailänder a682670b97 update developer commentary
for weapon traits, crates and palettes
clarify that you don't need to update the wiki page manually
2013-03-27 09:22:23 +01:00

187 lines
5.1 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Effects;
using OpenRA.FileFormats;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Effects
{
public class BulletInfo : IProjectileInfo
{
public readonly int Speed = 1;
public readonly string Trail = null;
[Desc("Pixels at maximum range")]
public readonly float Inaccuracy = 0;
public readonly string Image = null;
public readonly bool High = false;
public readonly int RangeLimit = 0;
public readonly int Arm = 0;
public readonly bool Shadow = false;
public readonly bool Proximity = false;
public readonly float Angle = 0;
public readonly int TrailInterval = 2;
public readonly int ContrailLength = 0;
public readonly Color ContrailColor = Color.White;
public readonly bool ContrailUsePlayerColor = false;
public readonly int ContrailDelay = 1;
public IEffect Create(ProjectileArgs args) { return new Bullet( this, args ); }
}
public class Bullet : IEffect
{
readonly BulletInfo Info;
readonly ProjectileArgs Args;
int t = 0;
Animation anim;
const int BaseBulletSpeed = 100; /* pixels / 40ms frame */
ContrailHistory Trail;
public Bullet(BulletInfo info, ProjectileArgs args)
{
Info = info;
Args = args;
if (info.Inaccuracy > 0)
{
var factor = ((Args.dest - Args.src).ToCVec().Length) / args.weapon.Range;
Args.dest += (PVecInt) (info.Inaccuracy * factor * args.firedBy.World.SharedRandom.Gauss2D(2)).ToInt2();
Log.Write("debug", "Bullet with Inaccuracy; factor: #{0}; Projectile dest: {1}", factor, Args.dest);
}
if (Info.Image != null)
{
anim = new Animation(Info.Image, GetEffectiveFacing);
anim.PlayRepeating("idle");
}
if (Info.ContrailLength > 0)
{
Trail = new ContrailHistory(Info.ContrailLength,
Info.ContrailUsePlayerColor ? ContrailHistory.ChooseColor(args.firedBy) : Info.ContrailColor,
Info.ContrailDelay);
}
}
int TotalTime() { return (Args.dest - Args.src).Length * BaseBulletSpeed / Info.Speed; }
float GetAltitude()
{
var at = (float)t / TotalTime();
return (Args.dest - Args.src).Length * Info.Angle * 4 * at * (1 - at);
}
int GetEffectiveFacing()
{
var at = (float)t / TotalTime();
var attitude = Info.Angle * (1 - 2 * at);
var rawFacing = Traits.Util.GetFacing(Args.dest - Args.src, 0);
var u = (rawFacing % 128) / 128f;
var scale = 512 * u * (1 - u);
return (int)(rawFacing < 128
? rawFacing - scale * attitude
: rawFacing + scale * attitude);
}
int ticksToNextSmoke;
public void Tick( World world )
{
t += 40;
if (anim != null) anim.Tick();
if (t > TotalTime()) Explode( world );
{
var at = (float)t / TotalTime();
var altitude = float2.Lerp(Args.srcAltitude, Args.destAltitude, at);
var pos = float2.Lerp(Args.src.ToFloat2(), Args.dest.ToFloat2(), at) - new float2(0, altitude);
var highPos = (Info.High || Info.Angle > 0)
? (pos - new float2(0, GetAltitude()))
: pos;
if (Info.Trail != null && --ticksToNextSmoke < 0)
{
world.AddFrameEndTask(w => w.Add(
new Smoke(w, (PPos) highPos.ToInt2(), Info.Trail)));
ticksToNextSmoke = Info.TrailInterval;
}
if (Trail != null)
Trail.Tick((PPos)highPos.ToInt2());
}
if (!Info.High) // check for hitting a wall
{
var at = (float)t / TotalTime();
var pos = float2.Lerp(Args.src.ToFloat2(), Args.dest.ToFloat2(), at);
var cell = ((PPos) pos.ToInt2()).ToCPos();
if (world.ActorMap.GetUnitsAt(cell).Any(
a => a.HasTrait<IBlocksBullets>()))
{
Args.dest = (PPos) pos.ToInt2();
Explode(world);
}
}
}
const float height = .1f;
public IEnumerable<Renderable> Render(WorldRenderer wr)
{
if (anim != null)
{
var at = (float)t / TotalTime();
var altitude = float2.Lerp(Args.srcAltitude, Args.destAltitude, at);
var pos = float2.Lerp(Args.src.ToFloat2(), Args.dest.ToFloat2(), at) - new float2(0, altitude);
if (Args.firedBy.World.RenderedShroud.IsVisible(((PPos) pos.ToInt2()).ToCPos()))
{
if (Info.High || Info.Angle > 0)
{
if (Info.Shadow)
yield return new Renderable(anim.Image, pos - .5f * anim.Image.size, wr.Palette("shadow"), (int)pos.Y);
var highPos = pos - new float2(0, GetAltitude());
yield return new Renderable(anim.Image, highPos - .5f * anim.Image.size, wr.Palette("effect"), (int)pos.Y);
}
else
yield return new Renderable(anim.Image, pos - .5f * anim.Image.size,
wr.Palette(Args.weapon.Underwater ? "shadow" : "effect"), (int)pos.Y);
}
}
if (Trail != null)
Trail.Render(Args.firedBy);
}
void Explode( World world )
{
world.AddFrameEndTask(w => w.Remove(this));
Combat.DoImpacts(Args);
}
}
}