Working (to a certain extent) nuke but with some dirty hacks going on.

This commit is contained in:
Matthew Bowra-Dean
2010-03-06 20:54:38 +13:00
parent e40f20abc9
commit 314a8a619b
4 changed files with 110 additions and 7 deletions

View File

@@ -0,0 +1,95 @@
#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRA.Traits;
using OpenRA.GameRules;
using OpenRA.Graphics;
namespace OpenRA.Effects
{
class NukeLaunch : IEffect
{
readonly ProjectileInfo projectileUp, projectileDown;
readonly WarheadInfo nukeWarhead;
readonly Actor silo;
Animation anim;
float2 pos;
int2 targetLocation;
readonly int targetAltitude = 400;
int altitude;
bool goingUp = true;
public NukeLaunch(Actor silo, int2 targetLocation)
{
this.silo = silo;
this.targetLocation = targetLocation;
projectileUp = Rules.ProjectileInfo["NukeUp"];
projectileDown = Rules.ProjectileInfo["NukeDown"];
nukeWarhead = Rules.WarheadInfo["Nuke"];
anim = new Animation(projectileUp.Image);
anim.PlayRepeating("idle");
pos = silo.CenterLocation;
}
public void Tick(World world)
{
anim.Tick();
if (goingUp)
{
altitude += 10;
if (altitude >= targetAltitude)
{
pos = OpenRA.Traits.Util.CenterOfCell(targetLocation);
anim = new Animation(projectileDown.Image);
anim.PlayRepeating("idle");
goingUp = false;
}
}
else
{
altitude -= 10;
if (altitude <= 0)
Explode(world);
}
}
void Explode(World world)
{
world.AddFrameEndTask(w => w.Remove(this));
var weapon = new WeaponInfo();
//Epic reflection hack that'll probably break on mono
typeof(WeaponInfo).GetField("Damage").SetValue(weapon, 1000);
typeof(WeaponInfo).GetField("Projectile").SetValue(weapon, "NukeDown");
typeof(WeaponInfo).GetField("Warhead").SetValue(weapon, "Nuke");
Combat.DoImpact(pos.ToInt2(), pos.ToInt2(), weapon, projectileDown, nukeWarhead, silo);
}
public IEnumerable<Renderable> Render()
{
yield return new Renderable(anim.Image, pos - 0.5f * anim.Image.size - new float2(0, altitude), "effect");
}
}
}

View File

@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@@ -77,6 +77,7 @@
<Compile Include="Effects\FlashTarget.cs" />
<Compile Include="Effects\LaserZap.cs" />
<Compile Include="Effects\MoveFlash.cs" />
<Compile Include="Effects\NukeLaunch.cs" />
<Compile Include="Effects\RepairIndicator.cs" />
<Compile Include="Effects\Smoke.cs" />
<Compile Include="Effects\TeslaZap.cs" />

View File

@@ -20,6 +20,7 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
namespace OpenRA.Traits
{
@@ -57,7 +58,7 @@ namespace OpenRA.Traits
Sound.Play("alaunch1.aud");
// TODO: FIRE ZE MISSILES
//w.Add(new NukeLaunch(silo));
w.Add(new NukeLaunch(silo, order.TargetLocation));
});
Game.controller.CancelInputMode();

View File

@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<!-- openra/sequences.xml
this file describes animation sequences for structures and units.
@@ -862,8 +862,8 @@
<unit name="brik">
<sequence name="idle" start="0" length="16" />
<sequence name="minor-damaged-idle" start="16" length="16" />
<sequence name="damaged-idle" start="32" length="16" />
<sequence name="critical-idle" start="48" length="16" />
<sequence name="damaged-idle" start="32" length="16" />
<sequence name="critical-idle" start="48" length="16" />
</unit>
<unit name="sbag">
<sequence name="idle" start="0" length="16" />
@@ -876,7 +876,7 @@
<unit name="cycl">
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
<sequence name="critical-idle" start="32" length="16" />
<sequence name="critical-idle" start="32" length="16" />
</unit>
<unit name="barb">
<sequence name="idle" start="0" length="16" />
@@ -886,4 +886,10 @@
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
</unit>
</sequences>
<unit name="atomicup">
<sequence name="idle" start="0" length="4" />
</unit>
<unit name="atomicdn">
<sequence name="idle" start="0" length="4" />
</unit>
</sequences>