Inheritance: IProjectileInfo
Esempio n. 1
0
        public AreaBeam(AreaBeamInfo info, ProjectileArgs args, Color color)
        {
            this.info = info;
            this.args = args;
            this.color = color;
            actorAttackBase = args.SourceActor.Trait<AttackBase>();

            var world = args.SourceActor.World;
            if (info.Speed.Length > 1)
                speed = new WDist(world.SharedRandom.Next(info.Speed[0].Length, info.Speed[1].Length));
            else
                speed = info.Speed[0];

            // Both the head and tail start at the source actor, but initially only the head is travelling.
            headPos = args.Source;
            tailPos = headPos;

            target = args.PassiveTarget;
            if (info.Inaccuracy.Length > 0)
            {
                var inaccuracy = Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
                var maxOffset = inaccuracy * (target - headPos).Length / args.Weapon.Range.Length;
                target += WVec.FromPDF(world.SharedRandom, 2) * maxOffset / 1024;
            }

            towardsTargetFacing = (target - headPos).Yaw.Facing;

            // Update the target position with the range we shoot beyond the target by
            // I.e. we can deliberately overshoot, so aim for that position
            var dir = new WVec(0, -1024, 0).Rotate(WRot.FromFacing(towardsTargetFacing));
            target += dir * info.BeyondTargetRange.Length / 1024;

            length = Math.Max((target - headPos).Length / speed.Length, 1);
        }
Esempio n. 2
0
        public AreaBeam(AreaBeamInfo info, ProjectileArgs args, Color color)
        {
            this.info       = info;
            this.args       = args;
            this.color      = color;
            actorAttackBase = args.SourceActor.Trait <AttackBase>();

            var world = args.SourceActor.World;

            if (info.Speed.Length > 1)
            {
                speed = new WDist(world.SharedRandom.Next(info.Speed[0].Length, info.Speed[1].Length));
            }
            else
            {
                speed = info.Speed[0];
            }

            // Both the head and tail start at the source actor, but initially only the head is travelling.
            headPos = args.Source;
            tailPos = headPos;

            target = args.PassiveTarget;
            if (info.Inaccuracy.Length > 0)
            {
                var inaccuracy = OpenRA.Traits.Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
                var maxOffset  = inaccuracy * (target - headPos).Length / args.Weapon.Range.Length;
                target += WVec.FromPDF(world.SharedRandom, 2) * maxOffset / 1024;
            }

            towardsTargetFacing = OpenRA.Traits.Util.GetFacing(target - headPos, 0);

            // Update the target position with the range we shoot beyond the target by
            // I.e. we can deliberately overshoot, so aim for that position
            var dir = new WVec(0, -1024, 0).Rotate(WRot.FromFacing(towardsTargetFacing));

            target += dir * info.BeyondTargetRange.Length / 1024;

            length = Math.Max((target - headPos).Length / speed.Length, 1);
        }