Move most palette-related stuff + nuke effect + Immobile trait to Mods.Common
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98
OpenRA.Mods.Common/Effects/NukeLaunch.cs
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98
OpenRA.Mods.Common/Effects/NukeLaunch.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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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. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Effects
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{
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public class NukeLaunch : IEffect
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{
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readonly Player firedBy;
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readonly Animation anim;
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readonly string weapon;
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readonly WPos ascendSource;
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readonly WPos ascendTarget;
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readonly WPos descendSource;
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readonly WPos descendTarget;
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readonly int delay;
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readonly int turn;
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WPos pos;
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int ticks;
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public NukeLaunch(Player firedBy, string weapon, WPos launchPos, WPos targetPos, WRange velocity, int delay, bool skipAscent)
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{
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this.firedBy = firedBy;
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this.weapon = weapon;
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this.delay = delay;
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this.turn = delay / 2;
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var offset = new WVec(WRange.Zero, WRange.Zero, velocity * turn);
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ascendSource = launchPos;
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ascendTarget = launchPos + offset;
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descendSource = targetPos + offset;
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descendTarget = targetPos;
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anim = new Animation(firedBy.World, weapon);
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anim.PlayRepeating("up");
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pos = launchPos;
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var weaponRules = firedBy.World.Map.Rules.Weapons[weapon.ToLowerInvariant()];
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if (weaponRules.Report != null && weaponRules.Report.Any())
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Sound.Play(weaponRules.Report.Random(firedBy.World.SharedRandom), pos);
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if (skipAscent)
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ticks = turn;
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}
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public void Tick(World world)
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{
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anim.Tick();
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if (ticks == turn)
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anim.PlayRepeating("down");
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if (ticks <= turn)
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pos = WPos.LerpQuadratic(ascendSource, ascendTarget, WAngle.Zero, ticks, turn);
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else
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pos = WPos.LerpQuadratic(descendSource, descendTarget, WAngle.Zero, ticks - turn, delay - turn);
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if (ticks == delay)
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Explode(world);
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ticks++;
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}
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void Explode(World world)
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{
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world.AddFrameEndTask(w => w.Remove(this));
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var weapon = world.Map.Rules.Weapons[this.weapon.ToLowerInvariant()];
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weapon.Impact(Target.FromPos(pos), firedBy.PlayerActor, Enumerable.Empty<int>());
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world.WorldActor.Trait<ScreenShaker>().AddEffect(20, pos, 5);
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foreach (var a in world.ActorsWithTrait<NukePaletteEffect>())
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a.Trait.Enable();
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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return anim.Render(pos, wr.Palette("effect"));
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}
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public float FractionComplete { get { return ticks * 1f / delay; } }
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}
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}
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