Files
OpenRA/OpenRA.Game/Effects/Missile.cs
2010-04-09 14:50:31 +12:00

128 lines
3.6 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it 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.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Collections.Generic;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Effects
{
class MissileInfo : IProjectileInfo
{
public readonly int Speed = 1;
public readonly int Arm = 0;
public readonly bool High = false;
public readonly bool Shadow = true;
public readonly bool Proximity = false;
public readonly string Trail = null;
public readonly float Inaccuracy = 0;
public readonly string Image = null;
public readonly int ROT = 5;
public readonly int RangeLimit = 0;
public readonly bool TurboBoost = false;
public IEffect Create(ProjectileArgs args) { return new Missile( this, args ); }
}
class Missile : IEffect
{
readonly MissileInfo Info;
readonly ProjectileArgs Args;
int2 offset;
float2 Pos;
readonly Animation anim;
int Facing;
int t;
int Altitude;
public Missile(MissileInfo info, ProjectileArgs args)
{
Info = info;
Args = args;
Pos = Args.src;
Altitude = Args.srcAltitude;
Facing = Args.facing;
if (info.Inaccuracy > 0)
offset = (info.Inaccuracy * args.firedBy.World.SharedRandom.Gauss2D(2)).ToInt2();
if (Info.Image != null)
{
anim = new Animation(Info.Image, () => Facing);
anim.PlayRepeating("idle");
}
}
const int MissileCloseEnough = 7;
const float Scale = .2f;
public void Tick( World world )
{
t += 40;
var targetPosition = Args.target.CenterLocation + offset;
var targetUnit = Args.target.traits.GetOrDefault<Unit>();
var targetAltitude = targetUnit != null ? targetUnit.Altitude : 0;
Altitude += Math.Sign(targetAltitude - Altitude);
Traits.Util.TickFacing(ref Facing,
Traits.Util.GetFacing(targetPosition - Pos, Facing),
Info.ROT);
anim.Tick();
var dist = targetPosition - Pos;
if (dist.LengthSquared < MissileCloseEnough * MissileCloseEnough || Args.target.IsDead)
Explode(world);
var speed = Scale * Info.Speed * ((targetAltitude > 0 && Info.TurboBoost) ? 1.5f : 1f);
var angle = Facing / 128f * Math.PI;
var move = speed * -float2.FromAngle((float)angle);
Pos += move;
if (Info.Trail != null)
world.AddFrameEndTask(w => w.Add(
new Smoke(w, (Pos - 1.5f * move - new int2(0, Altitude)).ToInt2(), Info.Trail)));
if (Info.RangeLimit != 0 && t > Info.RangeLimit * 40)
Explode(world);
}
void Explode(World world)
{
world.AddFrameEndTask(w => w.Remove(this));
Args.dest = Pos.ToInt2();
if (t > Info.Arm * 40) /* don't blow up in our launcher's face! */
Combat.DoImpacts(Args, Pos.ToInt2());
}
public IEnumerable<Renderable> Render()
{
yield return new Renderable(anim.Image, Pos - 0.5f * anim.Image.size - new float2(0, Altitude), "effect");
}
}
}