removed ProjectileInfo; WeaponValidForTarget is borked as a result, but nothing else

This commit is contained in:
Chris Forbes
2010-04-01 18:51:42 +13:00
parent 7532d635d6
commit a00abdab85
5 changed files with 9 additions and 59 deletions

View File

@@ -97,7 +97,9 @@ namespace OpenRA
public static bool WeaponValidForTarget(WeaponInfo weapon, Actor target)
{
var projectile = Rules.ProjectileInfo[weapon.Projectile];
return true; // massive hack, and very wrong.
/*var projectile = Rules.ProjectileInfo[weapon.Projectile];
var warhead = Rules.WarheadInfo[weapon.Warhead];
var unit = target.traits.GetOrDefault<Unit>();
@@ -113,7 +115,7 @@ namespace OpenRA
if (projectile.UnderWater && !target.Info.Traits.Get<OwnedActorInfo>().WaterBound)
return false;
return projectile.AG;
return projectile.AG;*/
}
public static bool HasAnyValidWeapons(Actor self, Actor target)

View File

@@ -33,7 +33,6 @@ namespace OpenRA.Effects
class NukeLaunch : IEffect
{
readonly ProjectileInfo projectileUp, projectileDown;
readonly Actor silo;
Animation anim;
float2 pos;
@@ -48,11 +47,8 @@ namespace OpenRA.Effects
this.silo = silo;
this.targetLocation = targetLocation;
this.weapon = Rules.WeaponInfo[weapon];
projectileUp = Rules.ProjectileInfo["NukeUp"];
projectileDown = Rules.ProjectileInfo["NukeDown"];
anim = new Animation(projectileUp.Image);
anim.PlayRepeating("idle");
anim = new Animation("nuke");
anim.PlayRepeating("up");
pos = silo.CenterLocation;
}
@@ -66,8 +62,8 @@ namespace OpenRA.Effects
if (altitude >= targetAltitude)
{
pos = OpenRA.Traits.Util.CenterOfCell(targetLocation);
anim = new Animation(projectileDown.Image);
anim.PlayRepeating("idle");
anim = new Animation("nuke");
anim.PlayRepeating("down");
goingUp = false;
}
}
@@ -82,7 +78,7 @@ namespace OpenRA.Effects
void Explode(World world)
{
world.AddFrameEndTask(w => w.Remove(this));
var warhead = Rules.WarheadInfo[weapon.Warhead];
//var warhead = Rules.WarheadInfo[weapon.Warhead];
//Combat.DoImpact(pos.ToInt2(), pos.ToInt2(), weapon, Rules.ProjectileInfo[weapon.Projectile], warhead, silo, true);
world.WorldActor.traits.Get<ScreenShaker>().AddEffect(20, pos, 5);
}

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@@ -1,44 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
namespace OpenRA.GameRules
{
public class ProjectileInfo
{
public readonly bool AA = false;
public readonly bool AG = true;
public readonly bool ASW = false;
public readonly bool Arcing = false;
public readonly int Arm = 0;
public readonly bool Degenerates = false;
public readonly bool High = false;
public readonly string Image = null;
public readonly bool Inaccurate = false;
public readonly bool Parachuted = false;
public readonly bool Proximity = false;
public readonly int ROT = 0;
public readonly bool Shadow = true;
public readonly bool UnderWater = false;
public readonly int RangeLimit = 0;
// OpenRA-specific:
public readonly string Trail = null;
}
}

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@@ -32,7 +32,6 @@ namespace OpenRA
public static Dictionary<string, List<string>> Categories = new Dictionary<string, List<string>>();
public static InfoLoader<WeaponInfo> WeaponInfo;
public static InfoLoader<WarheadInfo> WarheadInfo;
public static InfoLoader<ProjectileInfo> ProjectileInfo;
public static InfoLoader<VoiceInfo> VoiceInfo;
public static TechTree TechTree;
@@ -55,8 +54,6 @@ namespace OpenRA
Pair.New<string, Func<string, WeaponInfo>>("Weapon", _ => new WeaponInfo()));
WarheadInfo = new InfoLoader<WarheadInfo>(
Pair.New<string, Func<string, WarheadInfo>>("Warhead", _ => new WarheadInfo()));
ProjectileInfo = new InfoLoader<ProjectileInfo>(
Pair.New<string, Func<string, ProjectileInfo>>("Projectile", _ => new ProjectileInfo()));
VoiceInfo = new InfoLoader<VoiceInfo>(
Pair.New<string, Func<string, VoiceInfo>>("Voice", _ => new VoiceInfo()));

View File

@@ -154,7 +154,6 @@
<Compile Include="Effects\Explosion.cs" />
<Compile Include="GameRules\Footprint.cs" />
<Compile Include="GameRules\InfoLoader.cs" />
<Compile Include="GameRules\ProjectileInfo.cs" />
<Compile Include="GameRules\Rules.cs" />
<Compile Include="GameRules\WarheadInfo.cs" />
<Compile Include="GameRules\WeaponInfo.cs" />