factoring various junk out of Bullet.Tick in prep for homing bullets

This commit is contained in:
Chris Forbes
2009-12-06 20:00:04 +13:00
parent 08f2613817
commit 6594a169d8
2 changed files with 45 additions and 42 deletions

View File

@@ -60,51 +60,37 @@ namespace OpenRa.Game
if (t > TotalTime()) /* remove finished bullets */
{
Game.world.AddFrameEndTask(w =>
{
w.Remove(this);
var targetTile = ((1f / Game.CellSize) * Dest.ToFloat2()).ToInt2();
var isWater = Game.IsWater(targetTile);
var hitWater = Game.IsCellBuildable(targetTile, UnitMovementType.Float);
if (Warhead.Explosion != 0)
w.Add(new Explosion(VisualDest, Warhead.Explosion, hitWater));
var impact = Warhead.ImpactSound;
if (hitWater && Warhead.WaterImpactSound != null)
impact = Warhead.WaterImpactSound;
if (impact != null)
Sound.Play(impact+ ".aud");
if (!isWater)
switch( Warhead.Explosion ) /* todo: push the scorch/crater behavior into data */
{
case 4:
case 5:
Smudge.AddSmudge(true, targetTile.X, targetTile.Y);
break;
case 3:
case 6:
Smudge.AddSmudge(false, targetTile.X, targetTile.Y);
break;
}
if (Warhead.Ore)
Ore.Destroy(targetTile.X, targetTile.Y);
});
var maxSpread = GetMaximumSpread();
var hitActors = Game.FindUnitsInCircle(Dest, GetMaximumSpread());
foreach (var victim in hitActors)
victim.InflictDamage(FiredBy, this, (int)GetDamageToInflict(victim));
Game.world.AddFrameEndTask(w => w.Remove(this));
DoImpact();
}
}
void DoImpact()
{
var targetTile = ((1f / Game.CellSize) * Dest.ToFloat2()).ToInt2();
var isWater = Game.IsWater(targetTile);
var hitWater = Game.IsCellBuildable(targetTile, UnitMovementType.Float);
if (Warhead.Explosion != 0)
Game.world.AddFrameEndTask(
w => w.Add(new Explosion(VisualDest, Warhead.Explosion, hitWater)));
var impactSound = Warhead.ImpactSound;
if (hitWater && Warhead.WaterImpactSound != null)
impactSound = Warhead.WaterImpactSound;
if (impactSound != null) Sound.Play(impactSound + ".aud");
if (!isWater) Smudge.AddSmudge(targetTile, Warhead);
if (Warhead.Ore) Ore.Destroy(targetTile.X, targetTile.Y);
var maxSpread = GetMaximumSpread();
var hitActors = Game.FindUnitsInCircle(Dest, GetMaximumSpread());
foreach (var victim in hitActors)
victim.InflictDamage(FiredBy, this, (int)GetDamageToInflict(victim));
}
const float height = .1f;
public IEnumerable<Tuple<Sprite, float2, int>> Render()

View File

@@ -1,4 +1,5 @@
using OpenRa.Game.GameRules;
namespace OpenRa.Game
{
static class Smudge
@@ -23,6 +24,22 @@ namespace OpenRa.Game
Rules.Map.MapTiles[x, y].smudge++;
}
public static void AddSmudge(int2 targetTile, WarheadInfo warhead)
{
switch (warhead.Explosion) /* todo: push the scorch/crater behavior into data */
{
case 4:
case 5:
Smudge.AddSmudge(true, targetTile.X, targetTile.Y);
break;
case 3:
case 6:
Smudge.AddSmudge(false, targetTile.X, targetTile.Y);
break;
}
}
static int lastSmudge = 0;
static int ChooseSmudge() { lastSmudge = (lastSmudge + 1) % 6; return lastSmudge; }
}