Make nuke flight time independent from map size.

This commit is contained in:
Paul Chote
2014-04-06 19:40:00 +12:00
parent 14eab38f0b
commit 51363fd724
2 changed files with 57 additions and 32 deletions

View File

@@ -18,18 +18,33 @@ namespace OpenRA.Mods.RA.Effects
{
public class NukeLaunch : IEffect
{
readonly Player firedBy;
Animation anim;
WPos pos;
CPos targetLocation;
bool goingUp = true;
string weapon;
readonly Actor firedBy;
readonly Animation anim;
readonly string weapon;
public NukeLaunch(Player firedBy, Actor silo, string weapon, WPos launchPos, CPos targetLocation)
readonly WPos ascendSource;
readonly WPos ascendTarget;
readonly WPos descendSource;
readonly WPos descendTarget;
readonly int delay;
readonly int turn;
WPos pos;
int ticks;
public NukeLaunch(Actor firedBy, string weapon, WPos launchPos, WPos targetPos, WRange velocity, int delay, bool skipAscent)
{
this.firedBy = firedBy;
this.targetLocation = targetLocation;
this.weapon = weapon;
this.delay = delay;
this.turn = delay / 2;
var offset = new WVec(WRange.Zero, WRange.Zero, velocity * turn);
ascendSource = launchPos;
ascendTarget = launchPos + offset;
descendSource = targetPos + offset;
descendTarget = targetPos;
anim = new Animation(weapon);
anim.PlayRepeating("up");
@@ -37,40 +52,34 @@ namespace OpenRA.Mods.RA.Effects
var weaponRules = Rules.Weapons[weapon.ToLowerInvariant()];
if (weaponRules.Report != null && weaponRules.Report.Any())
Sound.Play(weaponRules.Report.Random(firedBy.World.SharedRandom), pos);
if (silo == null)
StartDescent(firedBy.World);
if (skipAscent)
ticks = turn;
}
void StartDescent(World world)
{
pos = targetLocation.CenterPosition + new WVec(0, 0, 1024*firedBy.World.Map.Bounds.Height);
anim.PlayRepeating("down");
goingUp = false;
}
public void Tick(World world)
{
anim.Tick();
var delta = new WVec(0,0,427);
if (goingUp)
{
pos += delta;
if (pos.Z >= world.Map.Bounds.Height*1024)
StartDescent(world);
}
if (ticks == turn)
anim.PlayRepeating("down");
if (ticks <= turn)
pos = WPos.LerpQuadratic(ascendSource, ascendTarget, WAngle.Zero, ticks, turn);
else
{
pos -= delta;
if (pos.Z <= 0)
Explode(world);
}
pos = WPos.LerpQuadratic(descendSource, descendTarget, WAngle.Zero, ticks - turn, delay - turn);
if (ticks == delay)
Explode(world);
ticks++;
}
void Explode(World world)
{
world.AddFrameEndTask(w => w.Remove(this));
Combat.DoExplosion(firedBy.PlayerActor, weapon, pos);
Combat.DoExplosion(firedBy, weapon, pos);
world.WorldActor.Trait<ScreenShaker>().AddEffect(20, pos, 5);
foreach (var a in world.ActorsWithTrait<NukePaletteEffect>())

View File

@@ -1,6 +1,6 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
@@ -8,7 +8,11 @@
*/
#endregion
using System;
using OpenRA.Effects;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Effects;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
@@ -19,6 +23,15 @@ namespace OpenRA.Mods.RA
public readonly string MissileWeapon = "";
public readonly WVec SpawnOffset = WVec.Zero;
[Desc("Travel time - split equally between ascent and descent")]
public readonly int FlightDelay = 400;
[Desc("Visual ascent velocity in WRange / tick")]
public readonly WRange FlightVelocity = new WRange(512);
[Desc("Descend immediately on the target, with half the FlightDelay")]
public readonly bool SkipAscent = false;
public override object Create(ActorInitializer init) { return new NukePower(init.self, this); }
}
@@ -50,8 +63,11 @@ namespace OpenRA.Mods.RA
var npi = Info as NukePowerInfo;
var rb = self.Trait<RenderSimple>();
rb.PlayCustomAnim(self, "active");
self.World.AddFrameEndTask(w => w.Add(
new NukeLaunch(self.Owner, self, npi.MissileWeapon, self.CenterPosition + body.LocalToWorld(npi.SpawnOffset), order.TargetLocation)));
self.World.AddFrameEndTask(w => w.Add(new NukeLaunch(self, npi.MissileWeapon,
self.CenterPosition + body.LocalToWorld(npi.SpawnOffset),
order.TargetLocation.CenterPosition,
npi.FlightVelocity, npi.FlightDelay, npi.SkipAscent)));
}
}
}