Files
OpenRA/OpenRA.Mods.Common/Effects/Missile.cs

249 lines
7.6 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.Collections.Generic;
using System.Drawing;
using System.Linq;
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
{
class MissileInfo : IProjectileInfo
{
public readonly string Image = null;
[SequenceReference("Image")] public readonly string Sequence = "idle";
[PaletteReference] public readonly string Palette = "effect";
public readonly bool Shadow = false;
[Desc("Projectile speed in WDist / tick")]
public readonly WDist Speed = new WDist(8);
[Desc("Maximum vertical pitch when changing altitude.")]
public readonly WAngle MaximumPitch = WAngle.FromDegrees(30);
[Desc("How many ticks before this missile is armed and can explode.")]
public readonly int Arm = 0;
[Desc("Is the missile blocked by actors with BlocksProjectiles: trait.")]
public readonly bool Blockable = true;
[Desc("Maximum offset at the maximum range")]
public readonly WDist Inaccuracy = WDist.Zero;
[Desc("Probability of locking onto and following target.")]
public readonly int LockOnProbability = 100;
[Desc("In n/256 per tick.")]
public readonly int RateOfTurn = 5;
[Desc("Explode when following the target longer than this many ticks.")]
public readonly int RangeLimit = 0;
[Desc("Trail animation.")]
public readonly string Trail = null;
[Desc("Interval in ticks between each spawned Trail animation.")]
public readonly int TrailInterval = 2;
[PaletteReference] public readonly string TrailPalette = "effect";
public readonly bool TrailUsePlayerPalette = false;
public readonly int ContrailLength = 0;
public readonly Color ContrailColor = Color.White;
public readonly bool ContrailUsePlayerColor = false;
public readonly int ContrailDelay = 1;
[Desc("Should missile targeting be thrown off by nearby actors with JamsMissiles.")]
public readonly bool Jammable = true;
[Desc("Explodes when leaving the following terrain type, e.g., Water for torpedoes.")]
public readonly string BoundToTerrainType = "";
[Desc("Explodes when inside this proximity radius to target.",
"Note: If this value is lower than the missile speed, this check might",
"not trigger fast enough, causing the missile to fly past the target.")]
public readonly WDist CloseEnough = new WDist(298);
public IEffect Create(ProjectileArgs args) { return new Missile(this, args); }
}
class Missile : IEffect, ISync
{
readonly MissileInfo info;
readonly ProjectileArgs args;
readonly Animation anim;
int ticksToNextSmoke;
ContrailRenderable contrail;
string trailPalette;
[Sync] WPos pos;
[Sync] int facing;
[Sync] WPos targetPosition;
[Sync] WVec offset;
[Sync] int ticks;
[Sync] bool lockOn = false;
[Sync] public Actor SourceActor { get { return args.SourceActor; } }
[Sync] public Target GuidedTarget { get { return args.GuidedTarget; } }
public Missile(MissileInfo info, ProjectileArgs args)
{
this.info = info;
this.args = args;
pos = args.Source;
facing = args.Facing;
targetPosition = args.PassiveTarget;
var world = args.SourceActor.World;
if (world.SharedRandom.Next(100) <= info.LockOnProbability)
lockOn = true;
if (info.Inaccuracy.Length > 0)
{
var inaccuracy = OpenRA.Traits.Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
offset = WVec.FromPDF(world.SharedRandom, 2) * inaccuracy / 1024;
}
if (!string.IsNullOrEmpty(info.Image))
{
anim = new Animation(world, info.Image, () => facing);
anim.PlayRepeating("idle");
}
if (info.ContrailLength > 0)
{
var color = info.ContrailUsePlayerColor ? ContrailRenderable.ChooseColor(args.SourceActor) : info.ContrailColor;
contrail = new ContrailRenderable(world, color, info.ContrailLength, info.ContrailDelay, 0);
}
trailPalette = info.TrailPalette;
if (info.TrailUsePlayerPalette)
trailPalette += args.SourceActor.Owner.InternalName;
}
bool JammedBy(TraitPair<JamsMissiles> tp)
{
if ((tp.Actor.CenterPosition - pos).HorizontalLengthSquared > tp.Trait.Range.LengthSquared)
return false;
if (tp.Actor.Owner.Stances[args.SourceActor.Owner] == Stance.Ally && !tp.Trait.AlliedMissiles)
return false;
return tp.Actor.World.SharedRandom.Next(100 / tp.Trait.Chance) == 0;
}
public void Tick(World world)
{
ticks++;
if (anim != null)
anim.Tick();
// Missile tracks target
if (args.GuidedTarget.IsValidFor(args.SourceActor) && lockOn)
targetPosition = args.GuidedTarget.CenterPosition;
var dist = targetPosition + offset - pos;
var desiredFacing = OpenRA.Traits.Util.GetFacing(dist, facing);
var desiredAltitude = targetPosition.Z;
var jammed = info.Jammable && world.ActorsWithTrait<JamsMissiles>().Any(JammedBy);
if (jammed)
{
desiredFacing = facing + world.SharedRandom.Next(-20, 21);
desiredAltitude = world.SharedRandom.Next(-43, 86);
}
else if (!args.GuidedTarget.IsValidFor(args.SourceActor))
desiredFacing = facing;
facing = OpenRA.Traits.Util.TickFacing(facing, desiredFacing, info.RateOfTurn);
var move = new WVec(0, -1024, 0).Rotate(WRot.FromFacing(facing)) * info.Speed.Length / 1024;
if (pos.Z != desiredAltitude)
{
var delta = move.HorizontalLength * info.MaximumPitch.Tan() / 1024;
var dz = (targetPosition.Z - pos.Z).Clamp(-delta, delta);
move += new WVec(0, 0, dz);
}
pos += move;
if (!string.IsNullOrEmpty(info.Trail) && --ticksToNextSmoke < 0)
{
world.AddFrameEndTask(w => w.Add(new Smoke(w, pos - 3 * move / 2, info.Trail, trailPalette, info.Sequence)));
ticksToNextSmoke = info.TrailInterval;
}
if (info.ContrailLength > 0)
contrail.Update(pos);
var cell = world.Map.CellContaining(pos);
var shouldExplode = (pos.Z < 0) // Hit the ground
|| (dist.LengthSquared < info.CloseEnough.LengthSquared) // Within range
|| (info.RangeLimit != 0 && ticks > info.RangeLimit) // Ran out of fuel
|| (info.Blockable && world.ActorMap.GetUnitsAt(cell).Any(a => a.Info.HasTraitInfo<IBlocksProjectilesInfo>())) // Hit a wall or other blocking obstacle
|| !world.Map.Contains(cell) // This also avoids an IndexOutOfRangeException in GetTerrainInfo below.
|| (!string.IsNullOrEmpty(info.BoundToTerrainType) && world.Map.GetTerrainInfo(cell).Type != info.BoundToTerrainType); // Hit incompatible terrain
if (shouldExplode)
Explode(world);
}
void Explode(World world)
{
if (info.ContrailLength > 0)
world.AddFrameEndTask(w => w.Add(new ContrailFader(pos, contrail)));
world.AddFrameEndTask(w => w.Remove(this));
// Don't blow up in our launcher's face!
if (ticks <= info.Arm)
return;
args.Weapon.Impact(Target.FromPos(pos), args.SourceActor, args.DamageModifiers);
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
if (info.ContrailLength > 0)
yield return contrail;
var world = args.SourceActor.World;
if (!world.FogObscures(pos))
{
if (info.Shadow)
{
var dat = world.Map.DistanceAboveTerrain(pos);
var shadowPos = pos - new WVec(0, 0, dat.Length);
foreach (var r in anim.Render(shadowPos, wr.Palette("shadow")))
yield return r;
}
var palette = wr.Palette(info.Palette);
foreach (var r in anim.Render(pos, palette))
yield return r;
}
}
}
}