Everything is now OpenRA, not OpenRa
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114
OpenRA.Game/Effects/Missile.cs
Executable file
114
OpenRA.Game/Effects/Missile.cs
Executable file
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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 OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Effects
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{
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class Missile : IEffect
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{
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readonly Actor FiredBy;
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readonly WeaponInfo Weapon;
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readonly ProjectileInfo Projectile;
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readonly WarheadInfo Warhead;
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float2 Pos;
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readonly Actor Target;
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readonly Animation anim;
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int Facing;
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int t;
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int Altitude;
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public Missile(WeaponInfo weapon, Player owner, Actor firedBy,
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int2 src, Actor target, int altitude, int facing)
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{
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Weapon = weapon;
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Projectile = Rules.ProjectileInfo[Weapon.Projectile];
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Warhead = Rules.WarheadInfo[Weapon.Warhead];
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FiredBy = firedBy;
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Target = target;
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Pos = src.ToFloat2();
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Altitude = altitude;
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Facing = facing;
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if (Projectile.Image != null && Projectile.Image != "none")
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{
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if (Projectile.Rotates)
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anim = new Animation(Projectile.Image, () => Facing);
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else
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anim = new Animation(Projectile.Image);
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anim.PlayRepeating("idle");
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}
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}
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const int MissileCloseEnough = 7;
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const float Scale = .2f;
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public void Tick( World world )
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{
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t += 40;
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var targetUnit = Target.traits.GetOrDefault<Unit>();
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var targetAltitude = targetUnit != null ? targetUnit.Altitude : 0;
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Altitude += Math.Sign(targetAltitude - Altitude);
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Traits.Util.TickFacing(ref Facing,
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Traits.Util.GetFacing(Target.CenterLocation - Pos, Facing),
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Projectile.ROT);
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anim.Tick();
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var dist = Target.CenterLocation - Pos;
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if (dist.LengthSquared < MissileCloseEnough * MissileCloseEnough || Target.IsDead)
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Explode(world);
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var speed = Scale * Weapon.Speed * ((targetAltitude > 0 && Weapon.TurboBoost) ? 1.5f : 1f);
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var angle = Facing / 128f * Math.PI;
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var move = speed * -float2.FromAngle((float)angle);
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Pos += move;
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if (Projectile.Trail != null)
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world.AddFrameEndTask(w => w.Add(
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new Smoke(w, (Pos - 1.5f * move - new int2( 0, Altitude )).ToInt2(), Projectile.Trail)));
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if (Projectile.RangeLimit != 0 && t > Projectile.RangeLimit * 40)
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Explode(world);
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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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if (t > Projectile.Arm * 40) /* don't blow up in our launcher's face! */
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Combat.DoImpact(Pos.ToInt2(), Pos.ToInt2(), Weapon, Projectile, Warhead, FiredBy);
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return;
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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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