Files
OpenRA/OpenRA.Mods.RA/Effects/Missile.cs
James Dunne b127ae8027 Added sub-pixel position/vector types.
Updated Sync code to handle new sub-pixel types.
2012-06-21 19:41:12 -05:00

166 lines
4.4 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;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Effects
{
class MissileInfo : IProjectileInfo
{
public readonly int Speed = 1;
public readonly int Arm = 0;
public readonly bool High = false;
public readonly bool Shadow = true;
public readonly bool Proximity = false;
public readonly string Trail = null;
public readonly float Inaccuracy = 0;
public readonly string Image = null;
public readonly int ROT = 5;
public readonly int RangeLimit = 0;
public readonly bool TurboBoost = false;
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 Missile( this, args ); }
}
class Missile : IEffect
{
readonly MissileInfo Info;
readonly ProjectileArgs Args;
PVecInt offset;
public PSubPos SubPxPosition;
public PPos PxPosition { get { return SubPxPosition.ToPPos(); } }
readonly Animation anim;
int Facing;
int t;
int Altitude;
ContrailHistory Trail;
public Missile(MissileInfo info, ProjectileArgs args)
{
Info = info;
Args = args;
SubPxPosition = Args.src.ToPSubPos();
Altitude = Args.srcAltitude;
Facing = Args.facing;
if (info.Inaccuracy > 0)
offset = (PVecInt)(info.Inaccuracy * args.firedBy.World.SharedRandom.Gauss2D(2)).ToInt2();
if (Info.Image != null)
{
anim = new Animation(Info.Image, () => Facing);
anim.PlayRepeating("idle");
}
if (Info.ContrailLength > 0)
{
Trail = new ContrailHistory(Info.ContrailLength,
Info.ContrailUsePlayerColor ? ContrailHistory.ChooseColor(args.firedBy) : Info.ContrailColor,
Info.ContrailDelay);
}
}
// In pixels
const int MissileCloseEnough = 7;
int ticksToNextSmoke;
public void Tick( World world )
{
t += 40;
// In pixels
var dist = Args.target.CenterLocation + offset - PxPosition;
var targetAltitude = 0;
if (Args.target.IsValid && Args.target.IsActor && Args.target.Actor.HasTrait<IMove>())
targetAltitude = Args.target.Actor.Trait<IMove>().Altitude;
Altitude += Math.Sign(targetAltitude - Altitude);
if (Args.target.IsValid)
Facing = Traits.Util.TickFacing(Facing,
Traits.Util.GetFacing(dist, Facing),
Info.ROT);
anim.Tick();
if (dist.LengthSquared < MissileCloseEnough * MissileCloseEnough && Args.target.IsValid )
Explode(world);
// TODO: Replace this with a lookup table
var dir = (-float2.FromAngle((float)(Facing / 128f * Math.PI))).ToPSubVec();
var move = Info.Speed * dir;
if (targetAltitude > 0 && Info.TurboBoost)
move = (move * 3) / 2;
move = move / 5;
SubPxPosition += move;
if (Info.Trail != null)
{
var sp = ((SubPxPosition - (move * 3) / 2)).ToPPos() - new PVecInt(0, Altitude);
if (--ticksToNextSmoke < 0)
{
world.AddFrameEndTask(w => w.Add(new Smoke(w, sp, Info.Trail)));
ticksToNextSmoke = Info.TrailInterval;
}
}
if (Info.RangeLimit != 0 && t > Info.RangeLimit * 40)
Explode(world);
if (!Info.High) // check for hitting a wall
{
var cell = PxPosition.ToCPos();
if (world.ActorMap.GetUnitsAt(cell).Any(a => a.HasTrait<IBlocksBullets>()))
Explode(world);
}
if (Trail != null)
Trail.Tick(PxPosition - new PVecInt(0, Altitude));
}
void Explode(World world)
{
world.AddFrameEndTask(w => w.Remove(this));
Args.dest = PxPosition;
if (t > Info.Arm * 40) /* don't blow up in our launcher's face! */
Combat.DoImpacts(Args);
}
public IEnumerable<Renderable> Render()
{
if (Args.firedBy.World.LocalShroud.IsVisible(PxPosition.ToCPos()))
yield return new Renderable(anim.Image, PxPosition.ToFloat2() - 0.5f * anim.Image.size - new float2(0, Altitude),
Args.weapon.Underwater ? "shadow" : "effect", PxPosition.Y);
if (Trail != null)
Trail.Render(Args.firedBy);
}
}
}