Frickin' Lasers
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45
OpenRa.Game/Effects/LaserZap.cs
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45
OpenRa.Game/Effects/LaserZap.cs
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@@ -0,0 +1,45 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Graphics;
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using OpenRa.Traits;
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using System.Drawing;
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namespace OpenRa.Effects
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{
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class LaserZap : IEffect
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{
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readonly int2 from, to;
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readonly int radius;
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int timeUntilRemove = 10; // # of frames
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int totalTime = 10;
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Color color;
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public LaserZap(int2 from, int2 to, int radius, Color color)
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{
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this.from = from;
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this.to = to;
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this.color = color;
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this.radius = radius;
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}
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public void Tick(World world)
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{
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if (timeUntilRemove <= 0)
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world.AddFrameEndTask(w => w.Remove(this));
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--timeUntilRemove;
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}
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public IEnumerable<Renderable> Render()
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{
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int alpha = (int)((1-(float)(totalTime-timeUntilRemove)/totalTime)*255);
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Color rc = Color.FromArgb(alpha,color);
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for (int i = -radius; i < radius; i++)
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Game.world.WorldRenderer.lineRenderer.DrawLine(from + new int2(i, 0), to + new int2(i, 0), rc, rc);
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yield break;
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}
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}
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}
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@@ -18,5 +18,8 @@ namespace OpenRa.GameRules
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public readonly string Warhead = null;
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public readonly bool RenderAsTesla = false;
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public readonly bool RenderAsLaser = false;
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public readonly bool UsePlayerColor = true;
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public readonly int BeamRadius = 1;
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}
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}
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@@ -80,6 +80,7 @@
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<Compile Include="Effects\Corpse.cs" />
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<Compile Include="Effects\DelayedAction.cs" />
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<Compile Include="Effects\FlashTarget.cs" />
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<Compile Include="Effects\LaserZap.cs" />
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<Compile Include="Effects\MoveFlash.cs" />
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<Compile Include="Effects\RepairIndicator.cs" />
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<Compile Include="Effects\Smoke.cs" />
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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.Linq;
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using IjwFramework.Types;
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using OpenRa.Effects;
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using System.Drawing;
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namespace OpenRa.Traits
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{
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@@ -148,7 +149,13 @@ namespace OpenRa.Traits
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{
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var srcAltitude = unit != null ? unit.Altitude : 0;
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var destAltitude = destUnit != null ? destUnit.Altitude : 0;
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if ( weapon.RenderAsLaser )
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{
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// TODO: This is a hack; should probably use a particular palette index
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Color bc = (weapon.UsePlayerColor) ? Player.PlayerColors[self.Owner.PaletteIndex].c : Color.Red;
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self.World.Add(new LaserZap(firePos, thisTarget.CenterLocation.ToInt2(), weapon.BeamRadius, bc));
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}
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if( weapon.RenderAsTesla )
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self.World.Add( new TeslaZap( firePos, thisTarget.CenterLocation.ToInt2() ) );
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@@ -3,6 +3,7 @@ namespace OpenRa.Traits
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{
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class RenderBuildingChargeInfo : RenderBuildingInfo
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{
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public readonly string ChargeAudio = "tslachg2.aud";
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public override object Create(Actor self) { return new RenderBuildingCharge(self); }
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}
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@@ -16,7 +17,7 @@ namespace OpenRa.Traits
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public void Attacking(Actor self)
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{
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Sound.Play("tslachg2.aud");
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Sound.Play(self.Info.Traits.Get<RenderBuildingChargeInfo>().ChargeAudio);
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anim.PlayThen(GetPrefix(self) + "active",
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() => anim.PlayRepeating(GetPrefix(self) + "idle"));
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}
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@@ -132,4 +132,14 @@
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<sequence name="critical-active" start="5" length="5" />
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<sequence name="make" start="0" length="*" src="tmplmake" />
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</unit>
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<!-- Obelisk of Light -->
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<unit name="obli">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="4" length="1" />
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<sequence name="critical-idle" start="8" length="1" />
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<sequence name="active" start="0" length="4" />
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<sequence name="damaged-active" start="4" length="4" />
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<sequence name="critical-active" start="4" length="4" />
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<sequence name="make" start="0" length="13" src="oblimake" />
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</unit>
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</sequences>
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@@ -323,3 +323,31 @@ TMPL:
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Armor: light
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Crewed: yes
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Sight: 4
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OBLI:
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RequiresPower:
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Inherits: ^Building
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Buildable:
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Icon:obliicnh
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TechLevel: 4
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Prerequisites: hq
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Owner: soviet
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Cost: 1500
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Description: Obelisk of Light
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LongDesc: Advanced base defense. Requires power\nto operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft
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Building:
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Power: -150
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Footprint: _ x
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Dimensions: 1,2
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HP: 200
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Armor: light
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Crewed: no
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Sight: 5
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Turreted:
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RenderBuildingCharge:
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ChargeAudio: obelpowr.aud
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AttackTurreted:
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PrimaryWeapon: Laser
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FireDelay: 8
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AutoTarget:
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-RenderBuilding:
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@@ -1,6 +1,7 @@
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[WeaponTypes]
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MachineGun
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Laser
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; NOTE: WEAPON PROPERTIES ARE NOT EXPOSED BY TIBED; THESE ARE ALL MADE UP
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[MachineGun]
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@@ -13,6 +14,18 @@ Warhead=SA
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Report=GUN13
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Anim=MINIGUN
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[Laser]
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Damage=100
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ROF=120
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Range=8.5
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Projectile=Invisible
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Speed=100
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Warhead=Super
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Report=obelray1
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Charges=yes
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RenderAsLaser=true
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BeamRadius=2
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UsePlayerColor=true
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[ProjectileTypes]
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@@ -25,9 +38,15 @@ Image=none
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[WarheadTypes]
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SA
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Super
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[SA]
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Spread=3
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Verses=100%,50%,60%,25%,25%
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Explosion=2
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InfDeath=1
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InfDeath=1
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[Super]
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Spread=1
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Verses=100%,100%,100%,100%,100%
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InfDeath=5
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