Beispiel #1
0
        public Bullet(BulletInfo info, ProjectileArgs args)
        {
            Info = info;
            Args = args;

            if (info.Inaccuracy > 0)
            {
                var factor = ((Args.dest - Args.src).ToCVec().Length) / args.weapon.Range;
                Args.dest += (PVecInt)(info.Inaccuracy * factor * args.firedBy.World.SharedRandom.Gauss2D(2)).ToInt2();
                Log.Write("debug", "Bullet with Inaccuracy; factor: #{0}; Projectile dest: {1}", factor, Args.dest);
            }

            if (Info.Image != null)
            {
                anim = new Animation(Info.Image, GetEffectiveFacing);
                anim.PlayRepeating("idle");
            }

            if (Info.ContrailLength > 0)
            {
                Trail = new ContrailHistory(Info.ContrailLength,
                                            Info.ContrailUsePlayerColor ? ContrailHistory.ChooseColor(args.firedBy) : Info.ContrailColor,
                                            Info.ContrailDelay);
            }
        }
Beispiel #2
0
        public Bullet(BulletInfo info, ProjectileArgs args)
        {
            this.info = info;
            this.args = args;
            this.pos  = args.Source;

            var world = args.SourceActor.World;

            if (info.Angle.Length > 1 && info.Speed.Length > 1)
            {
                angle = new WAngle(args.SourceActor.World.SharedRandom.Next(info.Angle[0].Angle, info.Angle[1].Angle));
                speed = new WRange(args.SourceActor.World.SharedRandom.Next(info.Speed[0].Range, info.Speed[1].Range));
            }
            else
            {
                angle = info.Angle[0];
                speed = info.Speed[0];
            }

            target = args.PassiveTarget;
            if (info.Inaccuracy.Range > 0)
            {
                var maxOffset = info.Inaccuracy.Range * (target - pos).Length / args.Weapon.Range.Range;
                target += WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * maxOffset / 1024;
            }

            facing = Traits.Util.GetFacing(target - pos, 0);
            length = Math.Max((target - pos).Length / speed.Range, 1);

            if (info.Image != null)
            {
                anim = new Animation(world, info.Image, GetEffectiveFacing);
                anim.PlayRepeating("idle");
            }

            if (info.ContrailLength > 0)
            {
                var color = info.ContrailUsePlayerColor ? ContrailRenderable.ChooseColor(args.SourceActor) : info.ContrailColor;
                trail = new ContrailRenderable(args.SourceActor.World, color, info.ContrailLength, info.ContrailDelay, 0);
            }

            smokeTicks = info.TrailDelay;
        }
Beispiel #3
0
        public Bullet(BulletInfo info, ProjectileArgs args)
        {
            this.info = info;
            this.args = args;
            this.pos  = args.Source;

            // Convert ProjectileArg definitions to world coordinates
            // TODO: Change the yaml definitions so we don't need this
            var range      = new WRange((int)(1024 * args.Weapon.Range));               // Range in world units
            var inaccuracy = new WRange((int)(info.Inaccuracy * 1024 / Game.CellSize)); // Offset in world units at max range
            var speed      = (int)(info.Speed * 4 * 1024 / (10 * Game.CellSize));       // Speed in world units per tick

            angle = WAngle.ArcTan((int)(info.Angle * 4 * 1024), 1024);                  // Angle in world angle

            target = args.PassiveTarget;
            if (info.Inaccuracy > 0)
            {
                var maxOffset = inaccuracy.Range * (target - pos).Length / range.Range;
                target += WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * maxOffset / 1024;
            }

            facing = Traits.Util.GetFacing(target - pos, 0);
            length = Math.Max((target - pos).Length / speed, 1);

            if (info.Image != null)
            {
                anim = new Animation(info.Image, GetEffectiveFacing);
                anim.PlayRepeating("idle");
            }

            if (info.ContrailLength > 0)
            {
                var color = info.ContrailUsePlayerColor ? ContrailRenderable.ChooseColor(args.SourceActor) : info.ContrailColor;
                trail = new ContrailRenderable(args.SourceActor.World, color, info.ContrailLength, info.ContrailDelay, 0);
            }

            smokeTicks = info.TrailDelay;
        }
Beispiel #4
0
        public Bullet(BulletInfo info, ProjectileArgs args)
        {
            Info = info;
            Args = args;

            if (info.Inaccuracy > 0)
            {
                var factor = ((Args.dest - Args.src).Length / Game.CellSize) / args.weapon.Range;
                Args.dest += (info.Inaccuracy * factor * args.firedBy.World.SharedRandom.Gauss2D(2)).ToInt2();
            }

            if (Info.Image != null)
            {
                anim = new Animation(Info.Image, GetEffectiveFacing);
                anim.PlayRepeating("idle");
            }

            if (Info.ContrailLength > 0)
            {
                Trail = new ContrailHistory(Info.ContrailLength,
                                            Info.ContrailUsePlayerColor ? ContrailHistory.ChooseColor(args.firedBy) : Info.ContrailColor,
                                            Info.ContrailDelay);
            }
        }