move projectile effects into mod
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84
OpenRA.Mods.RA/Effects/LaserZap.cs
Executable file
84
OpenRA.Mods.RA/Effects/LaserZap.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRA.Effects;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Effects
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{
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class LaserZapInfo : IProjectileInfo
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{
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public readonly int BeamRadius = 1;
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public readonly bool UsePlayerColor = false;
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public IEffect Create(ProjectileArgs args)
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{
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Color c = UsePlayerColor ? args.firedBy.Owner.Color : Color.Red;
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return new LaserZap(args, BeamRadius, c);
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}
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}
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class LaserZap : IEffect
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{
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ProjectileArgs args;
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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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bool doneDamage = false;
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public LaserZap(ProjectileArgs args, int radius, Color color)
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{
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this.args = args;
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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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if (!doneDamage)
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{
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Combat.DoImpacts(args);
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doneDamage = true;
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}
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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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float2 unit = 1.0f/(args.src - args.dest).Length*(args.src - args.dest).ToFloat2();
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float2 norm = new float2(-unit.Y, unit.X);
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for (int i = -radius; i < radius; i++)
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Game.world.WorldRenderer.DrawLine(args.src + i * norm, args.dest + i * norm, rc, rc);
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yield break;
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}
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}
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}
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