wire up missiles

This commit is contained in:
Chris Forbes
2010-04-01 18:40:50 +13:00
parent dda6a939f1
commit a24c90d6ae

View File

@@ -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<Unit>();
var targetUnit = Args.target.traits.GetOrDefault<Unit>();
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<Renderable> Render()