Files
OpenRA/OpenRA.Mods.Cnc/Projectiles/TeslaZap.cs
2022-09-02 19:58:48 -05:00

97 lines
2.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 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.Collections.Generic;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Mods.Cnc.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Projectiles
{
[Desc("Instant-hit projectile used to create electricity-like effects.")]
public class TeslaZapInfo : IProjectileInfo
{
public readonly string Image = "litning";
[SequenceReference(nameof(Image))]
[Desc("Sprite sequence to play at the center.")]
public readonly string BrightSequence = "bright";
[SequenceReference(nameof(Image))]
[Desc("Sprite sequence to play at the borders.")]
public readonly string DimSequence = "dim";
[PaletteReference]
[Desc("The palette used to draw this electric zap.")]
public readonly string Palette = "effect";
[Desc("How many sprite sequences to play at the center.")]
public readonly int BrightZaps = 1;
[Desc("How many sprite sequences to play at the borders.")]
public readonly int DimZaps = 2;
[Desc("How long (in ticks) to play the sprite sequences.")]
public readonly int Duration = 2;
[Desc("How long (in ticks) until applying damage. Can't be longer than `" + nameof(Duration) + "`")]
public readonly int DamageDuration = 1;
[Desc("Follow the targeted actor when it moves.")]
public readonly bool TrackTarget = true;
public IProjectile Create(ProjectileArgs args) { return new TeslaZap(this, args); }
}
public class TeslaZap : IProjectile, ISync
{
readonly ProjectileArgs args;
readonly TeslaZapInfo info;
TeslaZapRenderable zap;
int ticksUntilRemove;
int damageDuration;
[Sync]
WPos target;
public TeslaZap(TeslaZapInfo info, ProjectileArgs args)
{
this.args = args;
this.info = info;
ticksUntilRemove = info.Duration;
damageDuration = info.DamageDuration > info.Duration ? info.Duration : info.DamageDuration;
target = args.PassiveTarget;
}
public void Tick(World world)
{
if (ticksUntilRemove-- <= 0)
world.AddFrameEndTask(w => w.Remove(this));
// Zap tracks target
if (info.TrackTarget && args.GuidedTarget.IsValidFor(args.SourceActor))
target = args.Weapon.TargetActorCenter ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(args.Source);
if (damageDuration-- > 0)
args.Weapon.Impact(Target.FromPos(target), new WarheadArgs(args));
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
zap = new TeslaZapRenderable(args.Source, 0, target - args.Source,
info.Image, info.BrightSequence, info.BrightZaps, info.DimSequence, info.DimZaps, info.Palette);
yield return zap;
}
}
}