diff --git a/OpenRA.Game/Effects/Missile.cs b/OpenRA.Game/Effects/Missile.cs index 58cfbbbf27..4b80b64e38 100755 --- a/OpenRA.Game/Effects/Missile.cs +++ b/OpenRA.Game/Effects/Missile.cs @@ -43,37 +43,32 @@ namespace OpenRA.Effects public readonly int RangeLimit = 0; public readonly bool TurboBoost = false; - public IEffect Create(ProjectileArgs args) { return null; } + public IEffect Create(ProjectileArgs args) { return new Missile( this, args ); } } class Missile : IEffect { - readonly Actor FiredBy; - readonly WeaponInfo Weapon; - readonly ProjectileInfo Projectile; - readonly WarheadInfo Warhead; + readonly MissileInfo Info; + readonly ProjectileArgs Args; + float2 Pos; - readonly Actor Target; readonly Animation anim; int Facing; int t; int Altitude; - public Missile(WeaponInfo weapon, Player owner, Actor firedBy, - int2 src, Actor target, int altitude, int facing) + public Missile(MissileInfo info, ProjectileArgs args) { - Weapon = weapon; - Projectile = Rules.ProjectileInfo[Weapon.Projectile]; - Warhead = Rules.WarheadInfo[Weapon.Warhead]; - FiredBy = firedBy; - Target = target; - Pos = src.ToFloat2(); - Altitude = altitude; - Facing = facing; + Info = info; + Args = args; - if (Projectile.Image != null && Projectile.Image != "none") + Pos = Args.src; + Altitude = Args.srcAltitude; + Facing = Args.facing; + + if (Info.Image != null) { - anim = new Animation(Projectile.Image, () => Facing); + anim = new Animation(Info.Image, () => Facing); anim.PlayRepeating("idle"); } } @@ -85,41 +80,40 @@ namespace OpenRA.Effects { t += 40; - var targetUnit = Target.traits.GetOrDefault(); + var targetUnit = Args.target.traits.GetOrDefault(); var targetAltitude = targetUnit != null ? targetUnit.Altitude : 0; Altitude += Math.Sign(targetAltitude - Altitude); - Traits.Util.TickFacing(ref Facing, - Traits.Util.GetFacing(Target.CenterLocation - Pos, Facing), - Projectile.ROT); + Traits.Util.TickFacing(ref Facing, + Traits.Util.GetFacing(Args.target.CenterLocation - Pos, Facing), + Info.ROT); anim.Tick(); - var dist = Target.CenterLocation - Pos; - if (dist.LengthSquared < MissileCloseEnough * MissileCloseEnough || Target.IsDead) + var dist = Args.target.CenterLocation - Pos; + if (dist.LengthSquared < MissileCloseEnough * MissileCloseEnough || Args.target.IsDead) Explode(world); - var speed = Scale * Weapon.Speed * ((targetAltitude > 0 && Weapon.TurboBoost) ? 1.5f : 1f); + var speed = Scale * Info.Speed * ((targetAltitude > 0 && Info.TurboBoost) ? 1.5f : 1f); var angle = Facing / 128f * Math.PI; var move = speed * -float2.FromAngle((float)angle); Pos += move; - if (Projectile.Trail != null) + if (Info.Trail != null) world.AddFrameEndTask(w => w.Add( - new Smoke(w, (Pos - 1.5f * move - new int2( 0, Altitude )).ToInt2(), Projectile.Trail))); + new Smoke(w, (Pos - 1.5f * move - new int2(0, Altitude)).ToInt2(), Info.Trail))); - if (Projectile.RangeLimit != 0 && t > Projectile.RangeLimit * 40) + if (Info.RangeLimit != 0 && t > Info.RangeLimit * 40) Explode(world); } void Explode(World world) { world.AddFrameEndTask(w => w.Remove(this)); - - // if (t > Projectile.Arm * 40) /* don't blow up in our launcher's face! */ - // Combat.DoImpact(Pos.ToInt2(), Pos.ToInt2(), Weapon, Projectile, Warhead, FiredBy); - return; + Args.dest = Pos.ToInt2(); + if (t > Info.Arm * 40) /* don't blow up in our launcher's face! */ + Combat.DoImpacts(Args, Pos.ToInt2()); } public IEnumerable Render()