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>())