Add DetonationAltitude to NukePower
And RemoveMissileOnDetonation boolean. Allows airburst, and optionally missile continuing until it hits the ground (without a second explosion).
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@@ -33,6 +33,8 @@ namespace OpenRA.Mods.Common.Effects
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readonly WPos ascendTarget;
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readonly WPos descendSource;
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readonly WPos descendTarget;
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readonly WDist detonationAltitude;
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readonly bool removeOnDetonation;
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readonly int impactDelay;
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readonly int turn;
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readonly string trailImage;
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@@ -45,9 +47,11 @@ namespace OpenRA.Mods.Common.Effects
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int ticks, trailTicks;
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int launchDelay;
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bool isLaunched;
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bool detonated;
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public NukeLaunch(Player firedBy, string name, WeaponInfo weapon, string weaponPalette, string upSequence, string downSequence,
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WPos launchPos, WPos targetPos, WDist velocity, int launchDelay, int impactDelay, bool skipAscent, string flashType,
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WPos launchPos, WPos targetPos, WDist detonationAltitude, bool removeOnDetonation, WDist velocity, int launchDelay, int impactDelay,
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bool skipAscent, string flashType,
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string trailImage, string[] trailSequences, string trailPalette, bool trailUsePlayerPalette, int trailDelay, int trailInterval)
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{
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this.firedBy = firedBy;
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@@ -74,6 +78,8 @@ namespace OpenRA.Mods.Common.Effects
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ascendTarget = launchPos + offset;
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descendSource = targetPos + offset;
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descendTarget = targetPos;
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this.detonationAltitude = detonationAltitude;
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this.removeOnDetonation = removeOnDetonation;
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anim = new Animation(firedBy.World, name);
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@@ -100,14 +106,15 @@ namespace OpenRA.Mods.Common.Effects
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if (ticks == turn)
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anim.PlayRepeating(downSequence);
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if (ticks < turn)
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var isDescending = ticks >= turn;
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if (!isDescending)
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pos = WPos.LerpQuadratic(ascendSource, ascendTarget, WAngle.Zero, ticks, turn);
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else
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pos = WPos.LerpQuadratic(descendSource, descendTarget, WAngle.Zero, ticks - turn, impactDelay - turn);
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if (!string.IsNullOrEmpty(trailImage) && --trailTicks < 0)
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{
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var trailPos = ticks < turn ? WPos.LerpQuadratic(ascendSource, ascendTarget, WAngle.Zero, ticks - trailDelay, turn)
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var trailPos = !isDescending ? WPos.LerpQuadratic(ascendSource, ascendTarget, WAngle.Zero, ticks - trailDelay, turn)
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: WPos.LerpQuadratic(descendSource, descendTarget, WAngle.Zero, ticks - turn - trailDelay, impactDelay - turn);
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(trailPos, w, trailImage, trailSequences.Random(world.SharedRandom),
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@@ -116,23 +123,31 @@ namespace OpenRA.Mods.Common.Effects
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trailTicks = trailInterval;
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}
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if (ticks == impactDelay)
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Explode(world);
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var dat = world.Map.DistanceAboveTerrain(pos);
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if (ticks == impactDelay || (isDescending && dat <= detonationAltitude))
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Explode(world, ticks == impactDelay || removeOnDetonation);
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world.ScreenMap.Update(this, pos, anim.Image);
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ticks++;
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}
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void Explode(World world)
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void Explode(World world, bool removeProjectile)
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{
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world.AddFrameEndTask(w => { w.Remove(this); w.ScreenMap.Remove(this); });
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if (removeProjectile)
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world.AddFrameEndTask(w => { w.Remove(this); w.ScreenMap.Remove(this); });
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if (detonated)
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return;
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weapon.Impact(Target.FromPos(pos), firedBy.PlayerActor, Enumerable.Empty<int>());
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world.WorldActor.Trait<ScreenShaker>().AddEffect(20, pos, 5);
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foreach (var flash in world.WorldActor.TraitsImplementing<FlashPaletteEffect>())
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if (flash.Info.Type == flashType)
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flash.Enable(-1);
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detonated = true;
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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@@ -35,6 +35,13 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Offset from the actor the missile spawns on.")]
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public readonly WVec SpawnOffset = WVec.Zero;
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[Desc("Altitude offset from the target position at which the warhead should detonate.")]
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public readonly WDist DetonationAltitude = WDist.Zero;
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[Desc("Should nuke missile projectile be removed on detonation above ground.",
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"'False' will make the missile continue until it hits the ground and disappears (without triggering another explosion).")]
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public readonly bool RemoveMissileOnDetonation = true;
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[Desc("Palette to use for the missile weapon image.")]
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[PaletteReference("IsPlayerPalette")] public readonly string MissilePalette = "effect";
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@@ -133,7 +140,7 @@ namespace OpenRA.Mods.Common.Traits
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var palette = info.IsPlayerPalette ? info.MissilePalette + self.Owner.InternalName : info.MissilePalette;
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var missile = new NukeLaunch(self.Owner, info.MissileWeapon, info.WeaponInfo, palette, info.MissileUp, info.MissileDown,
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self.CenterPosition + body.LocalToWorld(info.SpawnOffset),
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targetPosition,
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targetPosition, info.DetonationAltitude, info.RemoveMissileOnDetonation,
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info.FlightVelocity, info.MissileDelay, info.FlightDelay, info.SkipAscent,
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info.FlashType,
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info.TrailImage, info.TrailSequences, info.TrailPalette, info.TrailUsePlayerPalette, info.TrailDelay, info.TrailInterval);
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