Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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OpenRA.Mods.Common/Projectiles/InstantHit.cs
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OpenRA.Mods.Common/Projectiles/InstantHit.cs
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#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.Collections.Generic;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Projectiles
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{
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[Desc("Instant, invisible, usually direct-on-target projectile.")]
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public class InstantHitInfo : IProjectileInfo
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{
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[Desc("The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property.")]
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public readonly WDist Inaccuracy = WDist.Zero;
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[Desc("Controls the way inaccuracy is calculated. Possible values are " +
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"'Maximum' - scale from 0 to max with range, " +
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"'PerCellIncrement' - scale from 0 with range, " +
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"'Absolute' - use set value regardless of range.")]
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public readonly InaccuracyType InaccuracyType = InaccuracyType.Maximum;
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[Desc("Projectile can be blocked.")]
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public readonly bool Blockable = false;
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[Desc("The width of the projectile.")]
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public readonly WDist Width = new(1);
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[Desc("Scan radius for actors with projectile-blocking trait. If set to a negative value (default), it will automatically scale",
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"to the blocker with the largest health shape. Only set custom values if you know what you're doing.")]
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public readonly WDist BlockerScanRadius = new(-1);
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public IProjectile Create(ProjectileArgs args) { return new InstantHit(this, args); }
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}
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public class InstantHit : IProjectile
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{
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readonly ProjectileArgs args;
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readonly InstantHitInfo info;
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Target target;
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public InstantHit(InstantHitInfo info, ProjectileArgs args)
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{
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this.args = args;
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this.info = info;
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if (args.Weapon.TargetActorCenter)
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target = args.GuidedTarget;
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else if (info.Inaccuracy.Length > 0)
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{
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var maxInaccuracyOffset = Util.GetProjectileInaccuracy(info.Inaccuracy.Length, info.InaccuracyType, args);
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var inaccuracyOffset = WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * maxInaccuracyOffset / 1024;
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target = Target.FromPos(args.PassiveTarget + inaccuracyOffset);
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}
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else
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target = Target.FromPos(args.PassiveTarget);
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}
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public void Tick(World world)
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{
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// If GuidedTarget has become invalid due to getting killed the same tick,
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// we need to set target to args.PassiveTarget to prevent target.CenterPosition below from crashing.
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if (target.Type == TargetType.Invalid)
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target = Target.FromPos(args.PassiveTarget);
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// Check for blocking actors
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if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(
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world, args.SourceActor.Owner, args.Source, target.CenterPosition, info.Width, out var blockedPos))
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target = Target.FromPos(blockedPos);
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var warheadArgs = new WarheadArgs(args)
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{
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ImpactOrientation = new WRot(WAngle.Zero, Util.GetVerticalAngle(args.Source, target.CenterPosition), args.Facing),
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ImpactPosition = target.CenterPosition,
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};
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args.Weapon.Impact(target, warheadArgs);
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world.AddFrameEndTask(w => w.Remove(this));
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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return [];
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}
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}
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}
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