Files
OpenRA/OpenRA.Mods.Common/Projectiles/Bullet.cs
2020-05-09 10:20:23 -05:00

308 lines
9.8 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 System.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Effects;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles
{
public class BulletInfo : IProjectileInfo
{
[Desc("Projectile speed in WDist / tick, two values indicate variable velocity.")]
public readonly WDist[] Speed = { new WDist(17) };
[Desc("Maximum offset at the maximum range.")]
public readonly WDist Inaccuracy = WDist.Zero;
[Desc("Image to display.")]
public readonly string Image = null;
[SequenceReference("Image")]
[Desc("Loop a randomly chosen sequence of Image from this list while this projectile is moving.")]
public readonly string[] Sequences = { "idle" };
[PaletteReference]
[Desc("The palette used to draw this projectile.")]
public readonly string Palette = "effect";
[Desc("Palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
[Desc("Does this projectile have a shadow?")]
public readonly bool Shadow = false;
[PaletteReference]
[Desc("Palette to use for this projectile's shadow if Shadow is true.")]
public readonly string ShadowPalette = "shadow";
[Desc("Trail animation.")]
public readonly string TrailImage = null;
[SequenceReference("TrailImage")]
[Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")]
public readonly string[] TrailSequences = { "idle" };
[Desc("Interval in ticks between each spawned Trail animation.")]
public readonly int TrailInterval = 2;
[Desc("Delay in ticks until trail animation is spawned.")]
public readonly int TrailDelay = 1;
[PaletteReference("TrailUsePlayerPalette")]
[Desc("Palette used to render the trail sequence.")]
public readonly string TrailPalette = "effect";
[Desc("Use the Player Palette to render the trail sequence.")]
public readonly bool TrailUsePlayerPalette = false;
[Desc("Is this blocked by actors with BlocksProjectiles trait.")]
public readonly bool Blockable = true;
[Desc("Width of projectile (used for finding blocking actors).")]
public readonly WDist Width = new WDist(1);
[Desc("Arc in WAngles, two values indicate variable arc.")]
public readonly WAngle[] LaunchAngle = { WAngle.Zero };
[Desc("Up to how many times does this bullet bounce when touching ground without hitting a target.",
"0 implies exploding on contact with the originally targeted position.")]
public readonly int BounceCount = 0;
[Desc("Modify distance of each bounce by this percentage of previous distance.")]
public readonly int BounceRangeModifier = 60;
[Desc("If projectile touches an actor with one of these stances during or after the first bounce, trigger explosion.")]
public readonly Stance ValidBounceBlockerStances = Stance.Enemy | Stance.Neutral;
[Desc("Altitude above terrain below which to explode. Zero effectively deactivates airburst.")]
public readonly WDist AirburstAltitude = WDist.Zero;
public readonly int ContrailLength = 0;
public readonly int ContrailZOffset = 2047;
public readonly Color ContrailColor = Color.White;
public readonly bool ContrailUsePlayerColor = false;
public readonly int ContrailDelay = 1;
public readonly WDist ContrailWidth = new WDist(64);
public IProjectile Create(ProjectileArgs args) { return new Bullet(this, args); }
}
public class Bullet : IProjectile, ISync
{
readonly BulletInfo info;
readonly ProjectileArgs args;
readonly Animation anim;
readonly int facing;
readonly WAngle angle;
readonly WDist speed;
readonly string trailPalette;
ContrailRenderable contrail;
[Sync]
WPos pos, target, source;
int length;
int ticks, smokeTicks;
int remainingBounces;
public Bullet(BulletInfo info, ProjectileArgs args)
{
this.info = info;
this.args = args;
pos = args.Source;
source = args.Source;
var world = args.SourceActor.World;
if (info.LaunchAngle.Length > 1)
angle = new WAngle(world.SharedRandom.Next(info.LaunchAngle[0].Angle, info.LaunchAngle[1].Angle));
else
angle = info.LaunchAngle[0];
if (info.Speed.Length > 1)
speed = new WDist(world.SharedRandom.Next(info.Speed[0].Length, info.Speed[1].Length));
else
speed = info.Speed[0];
target = args.PassiveTarget;
if (info.Inaccuracy.Length > 0)
{
var inaccuracy = Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
var range = Util.ApplyPercentageModifiers(args.Weapon.Range.Length, args.RangeModifiers);
var maxOffset = inaccuracy * (target - pos).Length / range;
target += WVec.FromPDF(world.SharedRandom, 2) * maxOffset / 1024;
}
if (info.AirburstAltitude > WDist.Zero)
target += new WVec(WDist.Zero, WDist.Zero, info.AirburstAltitude);
facing = (target - pos).Yaw.Facing;
length = Math.Max((target - pos).Length / speed.Length, 1);
if (!string.IsNullOrEmpty(info.Image))
{
anim = new Animation(world, info.Image, new Func<WAngle>(GetEffectiveFacing));
anim.PlayRepeating(info.Sequences.Random(world.SharedRandom));
}
if (info.ContrailLength > 0)
{
var color = info.ContrailUsePlayerColor ? ContrailRenderable.ChooseColor(args.SourceActor) : info.ContrailColor;
contrail = new ContrailRenderable(world, color, info.ContrailWidth, info.ContrailLength, info.ContrailDelay, info.ContrailZOffset);
}
trailPalette = info.TrailPalette;
if (info.TrailUsePlayerPalette)
trailPalette += args.SourceActor.Owner.InternalName;
smokeTicks = info.TrailDelay;
remainingBounces = info.BounceCount;
}
WAngle GetEffectiveFacing()
{
var at = (float)ticks / (length - 1);
var attitude = angle.Tan() * (1 - 2 * at) / (4 * 1024);
var u = (facing % 128) / 128f;
var scale = 512 * u * (1 - u);
var effective = (int)(facing < 128
? facing - scale * attitude
: facing + scale * attitude);
return WAngle.FromFacing(effective);
}
public void Tick(World world)
{
if (anim != null)
anim.Tick();
var lastPos = pos;
pos = WPos.LerpQuadratic(source, target, angle, ticks, length);
// Check for walls or other blocking obstacles
var shouldExplode = false;
WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, lastPos, pos, info.Width,
out blockedPos))
{
pos = blockedPos;
shouldExplode = true;
}
if (!string.IsNullOrEmpty(info.TrailImage) && --smokeTicks < 0)
{
var delayedPos = WPos.LerpQuadratic(source, target, angle, ticks - info.TrailDelay, length);
world.AddFrameEndTask(w => w.Add(new SpriteEffect(delayedPos, w, info.TrailImage, info.TrailSequences.Random(world.SharedRandom),
trailPalette, facing: GetEffectiveFacing().Facing)));
smokeTicks = info.TrailInterval;
}
if (info.ContrailLength > 0)
contrail.Update(pos);
var flightLengthReached = ticks++ >= length;
var shouldBounce = remainingBounces > 0;
if (flightLengthReached && shouldBounce)
{
shouldExplode |= AnyValidTargetsInRadius(world, pos, info.Width, args.SourceActor, true);
target += (pos - source) * info.BounceRangeModifier / 100;
var dat = world.Map.DistanceAboveTerrain(target);
target += new WVec(0, 0, -dat.Length);
length = Math.Max((target - pos).Length / speed.Length, 1);
ticks = 0;
source = pos;
remainingBounces--;
}
// Flight length reached / exceeded
shouldExplode |= flightLengthReached && !shouldBounce;
// Driving into cell with higher height level
shouldExplode |= world.Map.DistanceAboveTerrain(pos).Length < 0;
// After first bounce, check for targets each tick
if (remainingBounces < info.BounceCount)
shouldExplode |= AnyValidTargetsInRadius(world, pos, info.Width, args.SourceActor, true);
if (shouldExplode)
Explode(world);
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
if (info.ContrailLength > 0)
yield return contrail;
if (anim == null || ticks >= length)
yield break;
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(info.ShadowPalette)))
yield return r;
}
var palette = wr.Palette(info.Palette + (info.IsPlayerPalette ? args.SourceActor.Owner.InternalName : ""));
foreach (var r in anim.Render(pos, palette))
yield return r;
}
}
void Explode(World world)
{
if (info.ContrailLength > 0)
world.AddFrameEndTask(w => w.Add(new ContrailFader(pos, contrail)));
world.AddFrameEndTask(w => w.Remove(this));
args.Weapon.Impact(Target.FromPos(pos), new WarheadArgs(args));
}
bool AnyValidTargetsInRadius(World world, WPos pos, WDist radius, Actor firedBy, bool checkTargetType)
{
foreach (var victim in world.FindActorsOnCircle(pos, radius))
{
if (checkTargetType && !Target.FromActor(victim).IsValidFor(firedBy))
continue;
if (!info.ValidBounceBlockerStances.HasStance(victim.Owner.Stances[firedBy.Owner]))
continue;
// If the impact position is within any actor's HitShape, we have a direct hit
var activeShapes = victim.TraitsImplementing<HitShape>().Where(Exts.IsTraitEnabled);
if (activeShapes.Any(i => i.DistanceFromEdge(victim, pos).Length <= 0))
return true;
}
return false;
}
}
}