Files
OpenRA/OpenRA.Mods.Common/Traits/ThrowsParticle.cs

105 lines
3.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
class ThrowsParticleInfo : TraitInfo, Requires<WithSpriteBodyInfo>, Requires<BodyOrientationInfo>
{
[FieldLoader.Require]
public readonly string Anim = null;
[Desc("Initial position relative to body")]
public readonly WVec Offset = WVec.Zero;
[Desc("Minimum distance to throw the particle")]
public readonly WDist MinThrowRange = new WDist(256);
[Desc("Maximum distance to throw the particle")]
public readonly WDist MaxThrowRange = new WDist(768);
[Desc("Minimum angle to throw the particle")]
public readonly WAngle MinThrowAngle = WAngle.FromDegrees(30);
[Desc("Maximum angle to throw the particle")]
public readonly WAngle MaxThrowAngle = WAngle.FromDegrees(60);
[Desc("Speed to throw the particle (horizontal WPos/tick)")]
public readonly int Velocity = 75;
[Desc("Speed at which the particle turns.")]
public readonly WAngle TurnSpeed = new WAngle(60);
public override object Create(ActorInitializer init) { return new ThrowsParticle(init, this); }
}
class ThrowsParticle : ITick
{
WVec pos;
WVec initialPos;
WVec finalPos;
WAngle angle;
int tick = 0;
int length;
WAngle facing;
WAngle rotation;
int direction;
public ThrowsParticle(ActorInitializer init, ThrowsParticleInfo info)
{
var self = init.Self;
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
// TODO: Carry orientation over from the parent instead of just facing
var dynamicFacingInit = init.GetOrDefault<DynamicFacingInit>();
var bodyFacing = dynamicFacingInit != null ? dynamicFacingInit.Value() : init.GetValue<FacingInit, WAngle>(WAngle.Zero);
facing = TurretedInfo.WorldFacingFromInit(init, info, WAngle.Zero)();
// Calculate final position
var throwRotation = WRot.FromYaw(new WAngle(Game.CosmeticRandom.Next(1024)));
var throwDistance = Game.CosmeticRandom.Next(info.MinThrowRange.Length, info.MaxThrowRange.Length);
initialPos = pos = info.Offset.Rotate(body.QuantizeOrientation(self, WRot.FromYaw(bodyFacing)));
finalPos = initialPos + new WVec(throwDistance, 0, 0).Rotate(throwRotation);
angle = new WAngle(Game.CosmeticRandom.Next(info.MinThrowAngle.Angle, info.MaxThrowAngle.Angle));
length = (finalPos - initialPos).Length / info.Velocity;
// WAngle requires positive inputs, so track the speed and direction separately
var rotationSpeed = WDist.FromPDF(Game.CosmeticRandom, 2).Length * info.TurnSpeed.Angle / 1024;
direction = rotationSpeed < 0 ? -1 : 1;
rotation = new WAngle(Math.Abs(rotationSpeed));
var anim = new Animation(init.World, rs.GetImage(self), () => facing);
anim.PlayRepeating(info.Anim);
rs.Add(new AnimationWithOffset(anim, () => pos, null));
}
void ITick.Tick(Actor self)
{
if (tick >= length)
return;
pos = WVec.LerpQuadratic(initialPos, finalPos, angle, tick++, length);
// Spin the particle
facing += new WAngle(direction * rotation.Angle);
rotation = new WAngle(rotation.Angle * 90 / 100);
}
}
}