Files
OpenRA/OpenRA.Mods.Common/Effects/AreaBeam.cs
2016-01-19 23:35:18 +00:00

221 lines
7.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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;
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Effects
{
public class AreaBeamInfo : IProjectileInfo
{
[Desc("Projectile speed in WDist / tick, two values indicate a randomly picked velocity per beam.")]
public readonly WDist[] Speed = { new WDist(128) };
[Desc("The maximum duration (in ticks) of each beam burst.")]
public readonly int Duration = 10;
[Desc("The number of ticks between the beam causing warhead impacts in its area of effect.")]
public readonly int DamageInterval = 3;
[Desc("The width of the beam.")]
public readonly WDist Width = new WDist(512);
[Desc("The shape of the beam. Accepts values Cylindrical or Flat.")]
public readonly BeamRenderableShape Shape = BeamRenderableShape.Cylindrical;
[Desc("How far beyond the target the projectile keeps on travelling.")]
public readonly WDist BeyondTargetRange = new WDist(0);
[Desc("Damage modifier applied at each range step.")]
public readonly int[] Falloff = { 100, 100 };
[Desc("Ranges at which each Falloff step is defined.")]
public readonly WDist[] Range = { WDist.Zero, new WDist(int.MaxValue) };
[Desc("Maximum offset at the maximum range.")]
public readonly WDist Inaccuracy = WDist.Zero;
[Desc("Can this projectile be blocked when hitting actors with an IBlocksProjectiles trait.")]
public readonly bool Blockable = false;
[Desc("Extra search radius beyond beam width. Required to ensure affecting actors with large health radius.")]
public readonly WDist TargetExtraSearchRadius = new WDist(1536);
[Desc("Should the beam be visuall rendered? False = Beam is invisible.")]
public readonly bool RenderBeam = true;
[Desc("Equivalent to sequence ZOffset. Controls Z sorting.")]
public readonly int ZOffset = 0;
[Desc("Color of the beam.")]
public readonly Color Color = Color.Red;
[Desc("Beam color is the player's color.")]
public readonly bool UsePlayerColor = false;
public IEffect Create(ProjectileArgs args)
{
var c = UsePlayerColor ? args.SourceActor.Owner.Color.RGB : Color;
return new AreaBeam(this, args, c);
}
}
public class AreaBeam : IEffect, ISync
{
readonly AreaBeamInfo info;
readonly ProjectileArgs args;
readonly AttackBase actorAttackBase;
readonly Color color;
readonly WDist speed;
[Sync] WPos headPos;
[Sync] WPos tailPos;
[Sync] WPos target;
int length;
int towardsTargetFacing;
int headTicks;
int tailTicks;
bool isHeadTravelling = true;
bool isTailTravelling;
bool IsBeamComplete { get { return !isHeadTravelling && headTicks >= length &&
!isTailTravelling && tailTicks >= length; } }
public AreaBeam(AreaBeamInfo info, ProjectileArgs args, Color color)
{
this.info = info;
this.args = args;
this.color = color;
actorAttackBase = args.SourceActor.Trait<AttackBase>();
var world = args.SourceActor.World;
if (info.Speed.Length > 1)
speed = new WDist(world.SharedRandom.Next(info.Speed[0].Length, info.Speed[1].Length));
else
speed = info.Speed[0];
// Both the head and tail start at the source actor, but initially only the head is travelling.
headPos = args.Source;
tailPos = headPos;
target = args.PassiveTarget;
if (info.Inaccuracy.Length > 0)
{
var inaccuracy = Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
var maxOffset = inaccuracy * (target - headPos).Length / args.Weapon.Range.Length;
target += WVec.FromPDF(world.SharedRandom, 2) * maxOffset / 1024;
}
towardsTargetFacing = (target - headPos).Yaw.Facing;
// Update the target position with the range we shoot beyond the target by
// I.e. we can deliberately overshoot, so aim for that position
var dir = new WVec(0, -1024, 0).Rotate(WRot.FromFacing(towardsTargetFacing));
target += dir * info.BeyondTargetRange.Length / 1024;
length = Math.Max((target - headPos).Length / speed.Length, 1);
}
public void Tick(World world)
{
if (++headTicks >= length)
{
headPos = target;
isHeadTravelling = false;
}
else if (isHeadTravelling)
headPos = WPos.LerpQuadratic(args.Source, target, WAngle.Zero, headTicks, length);
if (tailTicks <= 0 && args.SourceActor.IsInWorld && !args.SourceActor.IsDead)
{
args.Source = args.CurrentSource();
tailPos = args.Source;
}
// Allow for 1 cell (1024) leniency to avoid edge case stuttering (start firing and immediately stop again).
var outOfWeaponRange = args.Weapon.Range.Length + 1024 < (args.PassiveTarget - args.Source).Length;
// While the head is travelling, the tail must start to follow Duration ticks later.
// Alternatively, also stop emitting the beam if source actor dies or is ordered to stop.
if ((headTicks >= info.Duration && !isTailTravelling) || args.SourceActor.IsDead ||
!actorAttackBase.IsAttacking || outOfWeaponRange)
isTailTravelling = true;
if (isTailTravelling)
{
if (++tailTicks >= length)
{
tailPos = target;
isTailTravelling = false;
}
else
tailPos = WPos.LerpQuadratic(args.Source, target, WAngle.Zero, tailTicks, length);
}
// Check for blocking actors
WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, tailPos, headPos,
info.Width, info.TargetExtraSearchRadius, out blockedPos))
{
headPos = blockedPos;
target = headPos;
length = Math.Min(headTicks, length);
}
// Damage is applied to intersected actors every DamageInterval ticks
if (headTicks % info.DamageInterval == 0)
{
var actors = world.FindActorsOnLine(tailPos, headPos, info.Width, info.TargetExtraSearchRadius);
foreach (var a in actors)
{
var adjustedModifiers = args.DamageModifiers.Append(GetFalloff((args.Source - a.CenterPosition).Length));
args.Weapon.Impact(Target.FromActor(a), args.SourceActor, adjustedModifiers);
}
}
if (IsBeamComplete)
world.AddFrameEndTask(w => w.Remove(this));
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
if (!IsBeamComplete && info.RenderBeam && !(wr.World.FogObscures(tailPos) && wr.World.FogObscures(headPos)))
{
var beamRender = new BeamRenderable(headPos, info.ZOffset, tailPos - headPos, info.Shape, info.Width, color);
return new[] { (IRenderable)beamRender };
}
return SpriteRenderable.None;
}
int GetFalloff(int distance)
{
var inner = info.Range[0].Length;
for (var i = 1; i < info.Range.Length; i++)
{
var outer = info.Range[i].Length;
if (outer > distance)
return int2.Lerp(info.Falloff[i - 1], info.Falloff[i], distance - inner, outer - inner);
inner = outer;
}
return 0;
}
}
}