Esempio n. 1
0
        public Missile(MissileInfo info, ProjectileArgs args)
        {
            this.info = info;
            this.args = args;

            pos = args.Source;
            facing = args.Facing;

            targetPosition = args.PassiveTarget;

            if (info.Inaccuracy.Range > 0)
                offset = WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * info.Inaccuracy.Range / 1024;

            if (info.Image != null)
            {
                anim = new Animation(args.SourceActor.World, info.Image, () => facing);
                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);
            }
        }
Esempio n. 2
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        public Missile(MissileInfo info, ProjectileArgs args)
        {
            this.info = info;
            this.args = args;

            pos = args.Source;
            facing = args.Facing;

            targetPosition = args.PassiveTarget;

            // Convert ProjectileArg definitions to world coordinates
            // TODO: Change the yaml definitions so we don't need this
            var inaccuracy = (int)(info.Inaccuracy * 1024 / Game.CellSize);
            speed = info.Speed * 1024 / (5 * Game.CellSize);

            if (info.Inaccuracy > 0)
                offset = WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * inaccuracy / 1024;

            if (info.Image != null)
            {
                anim = new Animation(info.Image, () => facing);
                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);
            }
        }
Esempio n. 3
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        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;
        }
Esempio n. 4
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		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;
		}
Esempio n. 5
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		public ContrailFader(WPos pos, ContrailRenderable trail)
		{
			this.pos = pos;
			this.trail = trail;
		}