Working (to a certain extent) nuke but with some dirty hacks going on.
This commit is contained in:
95
OpenRA.Game/Effects/NukeLaunch.cs
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95
OpenRA.Game/Effects/NukeLaunch.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRA.Traits;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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namespace OpenRA.Effects
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{
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class NukeLaunch : IEffect
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{
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readonly ProjectileInfo projectileUp, projectileDown;
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readonly WarheadInfo nukeWarhead;
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readonly Actor silo;
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Animation anim;
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float2 pos;
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int2 targetLocation;
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readonly int targetAltitude = 400;
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int altitude;
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bool goingUp = true;
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public NukeLaunch(Actor silo, int2 targetLocation)
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{
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this.silo = silo;
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this.targetLocation = targetLocation;
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projectileUp = Rules.ProjectileInfo["NukeUp"];
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projectileDown = Rules.ProjectileInfo["NukeDown"];
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nukeWarhead = Rules.WarheadInfo["Nuke"];
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anim = new Animation(projectileUp.Image);
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anim.PlayRepeating("idle");
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pos = silo.CenterLocation;
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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 (goingUp)
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{
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altitude += 10;
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if (altitude >= targetAltitude)
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{
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pos = OpenRA.Traits.Util.CenterOfCell(targetLocation);
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anim = new Animation(projectileDown.Image);
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anim.PlayRepeating("idle");
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goingUp = false;
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}
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}
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else
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{
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altitude -= 10;
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if (altitude <= 0)
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Explode(world);
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}
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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 = new WeaponInfo();
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//Epic reflection hack that'll probably break on mono
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typeof(WeaponInfo).GetField("Damage").SetValue(weapon, 1000);
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typeof(WeaponInfo).GetField("Projectile").SetValue(weapon, "NukeDown");
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typeof(WeaponInfo).GetField("Warhead").SetValue(weapon, "Nuke");
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Combat.DoImpact(pos.ToInt2(), pos.ToInt2(), weapon, projectileDown, nukeWarhead, silo);
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}
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public IEnumerable<Renderable> Render()
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{
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yield return new Renderable(anim.Image, pos - 0.5f * anim.Image.size - new float2(0, altitude), "effect");
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}
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}
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}
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
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<PropertyGroup>
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Compile Include="Effects\FlashTarget.cs" />
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<Compile Include="Effects\FlashTarget.cs" />
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<Compile Include="Effects\LaserZap.cs" />
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<Compile Include="Effects\LaserZap.cs" />
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<Compile Include="Effects\MoveFlash.cs" />
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<Compile Include="Effects\MoveFlash.cs" />
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<Compile Include="Effects\NukeLaunch.cs" />
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<Compile Include="Effects\RepairIndicator.cs" />
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<Compile Include="Effects\RepairIndicator.cs" />
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<Compile Include="Effects\Smoke.cs" />
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<Compile Include="Effects\Smoke.cs" />
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<Compile Include="Effects\TeslaZap.cs" />
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<Compile Include="Effects\TeslaZap.cs" />
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using OpenRA.Effects;
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namespace OpenRA.Traits
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namespace OpenRA.Traits
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{
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{
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Sound.Play("alaunch1.aud");
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Sound.Play("alaunch1.aud");
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// TODO: FIRE ZE MISSILES
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// TODO: FIRE ZE MISSILES
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//w.Add(new NukeLaunch(silo));
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w.Add(new NukeLaunch(silo, order.TargetLocation));
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});
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});
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Game.controller.CancelInputMode();
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Game.controller.CancelInputMode();
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<!-- openra/sequences.xml
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<!-- openra/sequences.xml
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this file describes animation sequences for structures and units.
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this file describes animation sequences for structures and units.
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<unit name="brik">
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<unit name="brik">
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<sequence name="idle" start="0" length="16" />
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<sequence name="idle" start="0" length="16" />
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<sequence name="minor-damaged-idle" start="16" length="16" />
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<sequence name="minor-damaged-idle" start="16" length="16" />
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<sequence name="damaged-idle" start="32" length="16" />
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<sequence name="damaged-idle" start="32" length="16" />
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<sequence name="critical-idle" start="48" length="16" />
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<sequence name="critical-idle" start="48" length="16" />
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</unit>
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</unit>
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<unit name="sbag">
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<unit name="sbag">
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<sequence name="idle" start="0" length="16" />
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<sequence name="idle" start="0" length="16" />
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<unit name="cycl">
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<unit name="cycl">
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<sequence name="idle" start="0" length="16" />
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<sequence name="idle" start="0" length="16" />
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<sequence name="damaged-idle" start="16" length="16" />
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<sequence name="damaged-idle" start="16" length="16" />
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<sequence name="critical-idle" start="32" length="16" />
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<sequence name="critical-idle" start="32" length="16" />
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</unit>
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</unit>
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<unit name="barb">
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<unit name="barb">
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<sequence name="idle" start="0" length="16" />
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<sequence name="idle" start="0" length="16" />
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<sequence name="idle" start="0" length="16" />
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<sequence name="idle" start="0" length="16" />
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<sequence name="damaged-idle" start="16" length="16" />
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<sequence name="damaged-idle" start="16" length="16" />
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</unit>
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</unit>
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</sequences>
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<unit name="atomicup">
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<sequence name="idle" start="0" length="4" />
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</unit>
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<unit name="atomicdn">
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<sequence name="idle" start="0" length="4" />
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</unit>
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</sequences>
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