220 lines
6.9 KiB
C#
Executable File
220 lines
6.9 KiB
C#
Executable File
#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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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. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Effects
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{
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class MissileInfo : IProjectileInfo
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{
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[Desc("Projectile speed in WRange / tick")]
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public readonly WRange Speed = new WRange(8);
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[Desc("Maximum vertical pitch when changing altitude.")]
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public readonly WAngle MaximumPitch = WAngle.FromDegrees(30);
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[Desc("How many ticks before this missile is armed and can explode.")]
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public readonly int Arm = 0;
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[Desc("Check for whether an actor with BlocksBullets: trait blocks fire")]
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public readonly bool High = false;
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public readonly bool Shadow = false;
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public readonly string Trail = null;
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[Desc("Maximum offset at the maximum range")]
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public readonly WRange Inaccuracy = WRange.Zero;
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[Desc("Probability of locking onto and following target.")]
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public readonly int LockOnProbability = 100;
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public readonly string Image = null;
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[Desc("Rate of Turning")]
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public readonly int ROT = 5;
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[Desc("Explode when following the target longer than this.")]
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public readonly int RangeLimit = 0;
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[Desc("If fired at aircraft, increase speed by 50%.")]
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public readonly bool TurboBoost = false;
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public readonly int TrailInterval = 2;
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public readonly int ContrailLength = 0;
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public readonly Color ContrailColor = Color.White;
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public readonly bool ContrailUsePlayerColor = false;
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public readonly int ContrailDelay = 1;
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public readonly bool Jammable = true;
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[Desc("Explodes when leaving the following terrain type, e.g., Water for torpedoes.")]
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public readonly string BoundToTerrainType = "";
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[Desc("Explodes when inside this proximity radius to target.",
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"Note: If this value is lower than the missile speed, this check might",
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"not trigger fast enough, causing the missile to fly past the target.")]
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public readonly WRange CloseEnough = new WRange(298);
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public IEffect Create(ProjectileArgs args) { return new Missile(this, args); }
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}
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class Missile : IEffect, ISync
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{
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readonly MissileInfo info;
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readonly ProjectileArgs args;
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readonly Animation anim;
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int ticksToNextSmoke;
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ContrailRenderable trail;
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[Sync] WPos pos;
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[Sync] int facing;
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[Sync] WPos targetPosition;
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[Sync] WVec offset;
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[Sync] int ticks;
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[Sync] bool lockOn = false;
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[Sync] public Actor SourceActor { get { return args.SourceActor; } }
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[Sync] public Target GuidedTarget { get { return args.GuidedTarget; } }
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public Missile(MissileInfo info, ProjectileArgs args)
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{
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this.info = info;
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this.args = args;
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pos = args.Source;
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facing = args.Facing;
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targetPosition = args.PassiveTarget;
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var world = args.SourceActor.World;
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if (world.SharedRandom.Next(100) <= info.LockOnProbability)
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lockOn = true;
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if (info.Inaccuracy.Range > 0)
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{
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var inaccuracy = Traits.Util.ApplyPercentageModifiers(info.Inaccuracy.Range, args.InaccuracyModifiers);
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offset = WVec.FromPDF(world.SharedRandom, 2) * inaccuracy / 1024;
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}
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if (info.Image != null)
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{
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anim = new Animation(world, info.Image, () => facing);
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anim.PlayRepeating("idle");
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}
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if (info.ContrailLength > 0)
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{
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var color = info.ContrailUsePlayerColor ? ContrailRenderable.ChooseColor(args.SourceActor) : info.ContrailColor;
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trail = new ContrailRenderable(world, color, info.ContrailLength, info.ContrailDelay, 0);
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}
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}
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bool JammedBy(TraitPair<JamsMissiles> tp)
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{
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if ((tp.Actor.CenterPosition - pos).HorizontalLengthSquared > tp.Trait.Range * tp.Trait.Range)
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return false;
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if (tp.Actor.Owner.Stances[args.SourceActor.Owner] == Stance.Ally && !tp.Trait.AlliedMissiles)
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return false;
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return tp.Actor.World.SharedRandom.Next(100 / tp.Trait.Chance) == 0;
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}
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public void Tick(World world)
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{
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ticks++;
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anim.Tick();
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// Missile tracks target
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if (args.GuidedTarget.IsValidFor(args.SourceActor) && lockOn)
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targetPosition = args.GuidedTarget.CenterPosition;
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var dist = targetPosition + offset - pos;
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var desiredFacing = Traits.Util.GetFacing(dist, facing);
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var desiredAltitude = targetPosition.Z;
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var jammed = info.Jammable && world.ActorsWithTrait<JamsMissiles>().Any(JammedBy);
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if (jammed)
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{
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desiredFacing = facing + world.SharedRandom.Next(-20, 21);
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desiredAltitude = world.SharedRandom.Next(-43, 86);
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}
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else if (!args.GuidedTarget.IsValidFor(args.SourceActor))
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desiredFacing = facing;
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facing = Traits.Util.TickFacing(facing, desiredFacing, info.ROT);
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var move = new WVec(0, -1024, 0).Rotate(WRot.FromFacing(facing)) * info.Speed.Range / 1024;
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if (targetPosition.Z > 0 && info.TurboBoost)
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move = (move * 3) / 2;
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if (pos.Z != desiredAltitude)
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{
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var delta = move.HorizontalLength * info.MaximumPitch.Tan() / 1024;
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var dz = (targetPosition.Z - pos.Z).Clamp(-delta, delta);
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move += new WVec(0, 0, dz);
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}
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pos += move;
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if (info.Trail != null && --ticksToNextSmoke < 0)
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{
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world.AddFrameEndTask(w => w.Add(new Smoke(w, pos - 3 * move / 2, info.Trail)));
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ticksToNextSmoke = info.TrailInterval;
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}
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if (info.ContrailLength > 0)
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trail.Update(pos);
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var cell = world.Map.CellContaining(pos);
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var shouldExplode = (pos.Z < 0) // Hit the ground
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|| (dist.LengthSquared < info.CloseEnough.Range * info.CloseEnough.Range) // Within range
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|| (info.RangeLimit != 0 && ticks > info.RangeLimit) // Ran out of fuel
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|| (!info.High && world.ActorMap.GetUnitsAt(cell).Any(a => a.HasTrait<IBlocksBullets>())) // Hit a wall
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|| !world.Map.Contains(cell) // This also avoids an IndexOutOfRangeException in GetTerrainInfo below.
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|| (!string.IsNullOrEmpty(info.BoundToTerrainType) && world.Map.GetTerrainInfo(cell).Type != info.BoundToTerrainType); // Hit incompatible terrain
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if (shouldExplode)
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Explode(world);
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}
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void Explode(World world)
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{
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if (info.ContrailLength > 0)
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world.AddFrameEndTask(w => w.Add(new ContrailFader(pos, trail)));
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world.AddFrameEndTask(w => w.Remove(this));
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// Don't blow up in our launcher's face!
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if (ticks <= info.Arm)
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return;
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args.Weapon.Impact(Target.FromPos(pos), args.SourceActor, args.DamageModifiers);
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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if (info.ContrailLength > 0)
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yield return trail;
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if (!args.SourceActor.World.FogObscures(wr.world.Map.CellContaining(pos)))
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{
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if (info.Shadow)
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{
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var shadowPos = new WPos(pos.X, pos.Y, 0);
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foreach (var r in anim.Render(shadowPos, wr.Palette("shadow")))
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yield return r;
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}
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var palette = wr.Palette(args.Weapon.Palette);
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foreach (var r in anim.Render(pos, palette))
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yield return r;
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}
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}
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}
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}
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