Mods.Common Effects
Moved over more effects to Mods.Common
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84
OpenRA.Mods.Common/Effects/GravityBomb.cs
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84
OpenRA.Mods.Common/Effects/GravityBomb.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 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 GravityBombInfo : IProjectileInfo
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{
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public readonly string Image = null;
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public readonly bool Shadow = false;
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public readonly WRange Velocity = WRange.Zero;
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public readonly WRange Acceleration = new WRange(15);
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public IEffect Create(ProjectileArgs args) { return new GravityBomb(this, args); }
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}
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public class GravityBomb : IEffect
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{
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GravityBombInfo info;
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Animation anim;
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ProjectileArgs args;
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WVec velocity;
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WPos pos;
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public GravityBomb(GravityBombInfo info, ProjectileArgs args)
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{
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this.info = info;
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this.args = args;
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pos = args.Source;
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velocity = new WVec(WRange.Zero, WRange.Zero, -info.Velocity);
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anim = new Animation(args.SourceActor.World, info.Image);
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if (anim.HasSequence("open"))
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anim.PlayThen("open", () => anim.PlayRepeating("idle"));
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else
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anim.PlayRepeating("idle");
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}
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public void Tick(World world)
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{
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velocity -= new WVec(WRange.Zero, WRange.Zero, info.Acceleration);
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pos += velocity;
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if (pos.Z <= args.PassiveTarget.Z)
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{
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pos += new WVec(0, 0, args.PassiveTarget.Z - pos.Z);
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world.AddFrameEndTask(w => w.Remove(this));
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args.Weapon.Impact(Target.FromPos(pos), args.SourceActor, args.DamageModifiers);
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}
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anim.Tick();
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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var cell = wr.world.Map.CellContaining(pos);
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if (!args.SourceActor.World.FogObscures(cell))
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{
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if (info.Shadow)
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{
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var shadowPos = pos - new WVec(0, 0, pos.Z);
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foreach (var r in anim.Render(shadowPos, wr.Palette("shadow")))
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yield return r;
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}
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var palette = wr.Palette(args.Weapon.Palette);
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foreach (var r in anim.Render(pos, palette))
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yield return r;
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}
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}
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}
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}
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