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); } }
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; }
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; }
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); } }