162 lines
5.6 KiB
C#
162 lines
5.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.Cnc.Graphics
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{
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sealed class TeslaZapRenderable : IPalettedRenderable, IFinalizedRenderable
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{
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static readonly int[][] Steps = new[]
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{
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new int[] { 8, 8, 4, 4, 0 },
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new int[] { -8, -8, -4, -4, 0 },
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new int[] { 8, 0, 4, 4, 1 },
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new int[] { -8, 0, -4, 4, 1 },
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new int[] { 0, 8, 4, 4, 2 },
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new int[] { 0, -8, 4, -4, 2 },
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new int[] { -8, 8, -4, 4, 3 },
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new int[] { 8, -8, 4, -4, 3 }
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};
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readonly WVec length;
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readonly string image;
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readonly string palette;
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readonly string dimSequence;
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readonly string brightSequence;
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readonly int brightZaps, dimZaps;
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readonly WPos cachedPos;
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readonly WVec cachedLength;
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IEnumerable<IFinalizedRenderable> cache;
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public TeslaZapRenderable(WPos pos, int zOffset, in WVec length, string image, string brightSequence, int brightZaps, string dimSequence, int dimZaps, string palette)
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{
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Pos = pos;
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ZOffset = zOffset;
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this.length = length;
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this.image = image;
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this.palette = palette;
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this.brightZaps = brightZaps;
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this.dimZaps = dimZaps;
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this.dimSequence = dimSequence;
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this.brightSequence = brightSequence;
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cachedPos = WPos.Zero;
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cachedLength = WVec.Zero;
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cache = Array.Empty<IFinalizedRenderable>();
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}
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public WPos Pos { get; }
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public PaletteReference Palette => null;
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public int ZOffset { get; }
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public bool IsDecoration => true;
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public IPalettedRenderable WithPalette(PaletteReference newPalette)
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{
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return new TeslaZapRenderable(Pos, ZOffset, length, image, brightSequence, brightZaps, dimSequence, dimZaps, palette);
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}
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public IRenderable WithZOffset(int newOffset) { return new TeslaZapRenderable(Pos, ZOffset, length, image, brightSequence, brightZaps, dimSequence, dimZaps, palette); }
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public IRenderable OffsetBy(in WVec vec) { return new TeslaZapRenderable(Pos + vec, ZOffset, length, image, brightSequence, brightZaps, dimSequence, dimZaps, palette); }
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public IRenderable AsDecoration() { return this; }
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void RenderDebugGeometry(WorldRenderer wr) { }
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public void Render(WorldRenderer wr)
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{
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if (wr.World.FogObscures(Pos) && wr.World.FogObscures(Pos + length))
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return;
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if (!cache.Any() || length != cachedLength || Pos != cachedPos)
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cache = GenerateRenderables(wr);
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foreach (var renderable in cache)
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renderable.Render(wr);
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}
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public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; }
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public IEnumerable<IFinalizedRenderable> GenerateRenderables(WorldRenderer wr)
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{
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var bright = wr.World.Map.Sequences.GetSequence(image, brightSequence);
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var dim = wr.World.Map.Sequences.GetSequence(image, dimSequence);
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var source = wr.ScreenPosition(Pos);
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var target = wr.ScreenPosition(Pos + length);
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for (var n = 0; n < dimZaps; n++)
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foreach (var z in DrawZapWandering(wr, source, target, dim, palette))
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yield return z;
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for (var n = 0; n < brightZaps; n++)
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foreach (var z in DrawZapWandering(wr, source, target, bright, palette))
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yield return z;
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}
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static IEnumerable<IFinalizedRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, ISpriteSequence s, string pal)
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{
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var dist = to - from;
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var norm = 1f / dist.Length * new float2(-dist.Y, dist.X);
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var renderables = new List<IFinalizedRenderable>();
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if (Game.CosmeticRandom.Next(2) != 0)
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{
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var p1 = from + 1 / 3f * dist + WDist.FromPDF(Game.CosmeticRandom, 2).Length * dist.Length / 4096 * norm;
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var p2 = from + 2 / 3f * dist + WDist.FromPDF(Game.CosmeticRandom, 2).Length * dist.Length / 4096 * norm;
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renderables.AddRange(DrawZap(wr, from, p1, s, out p1, pal));
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renderables.AddRange(DrawZap(wr, p1, p2, s, out p2, pal));
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renderables.AddRange(DrawZap(wr, p2, to, s, out _, pal));
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}
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else
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{
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var p1 = from + 1 / 2f * dist + WDist.FromPDF(Game.CosmeticRandom, 2).Length * dist.Length / 4096 * norm;
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renderables.AddRange(DrawZap(wr, from, p1, s, out p1, pal));
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renderables.AddRange(DrawZap(wr, p1, to, s, out _, pal));
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}
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return renderables;
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}
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static IEnumerable<IFinalizedRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, ISpriteSequence s, out float2 p, string palette)
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{
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var dist = to - from;
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var q = new float2(-dist.Y, dist.X);
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var c = -float2.Dot(from, q);
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var rs = new List<IFinalizedRenderable>();
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var z = from;
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var pal = wr.Palette(palette);
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while ((to - z).X > 5 || (to - z).X < -5 || (to - z).Y > 5 || (to - z).Y < -5)
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{
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var step = Steps.Where(t => (to - (z + new float2(t[0], t[1]))).LengthSquared < (to - z).LengthSquared)
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.MinBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c));
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var pos = wr.ProjectedPosition((z + new float2(step[2], step[3])).ToInt2());
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var tintModifiers = s.IgnoreWorldTint ? TintModifiers.IgnoreWorldTint : TintModifiers.None;
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rs.Add(new SpriteRenderable(s.GetSprite(step[4]), pos, WVec.Zero, 0, pal, 1f, s.GetAlpha(step[4]), float3.Ones, tintModifiers, true).PrepareRender(wr));
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z += new float2(step[0], step[1]);
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if (rs.Count >= 1000)
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break;
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}
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p = z;
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return rs;
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}
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}
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}
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