#76 smudge
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@@ -74,18 +74,34 @@ namespace OpenRa.Game
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{
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w.Remove(this);
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var isWater = Game.IsCellBuildable(
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((1f / Game.CellSize) * Dest.ToFloat2()).ToInt2(), UnitMovementType.Float);
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var targetTile = ((1f / Game.CellSize) * Dest.ToFloat2()).ToInt2();
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var isWater = Game.IsWater(targetTile);
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var hitWater = Game.IsCellBuildable(targetTile, UnitMovementType.Float);
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if (Warhead.Explosion != 0)
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w.Add(new Explosion(VisualDest, Warhead.Explosion, isWater));
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w.Add(new Explosion(VisualDest, Warhead.Explosion, hitWater));
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var impact = Warhead.ImpactSound;
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if (isWater && Warhead.WaterImpactSound != null)
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if (hitWater && Warhead.WaterImpactSound != null)
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impact = Warhead.WaterImpactSound;
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if (impact != null)
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Game.PlaySound(impact+ ".aud", false);
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if (!isWater)
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switch( Warhead.Explosion ) /* todo: push the scorch/crater behavior into data */
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{
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case 4:
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case 5:
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Smudge.AddSmudge(true, targetTile.X, targetTile.Y);
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break;
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case 3:
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case 6:
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Smudge.AddSmudge(false, targetTile.X, targetTile.Y);
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break;
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}
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});
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var maxSpread = GetMaximumSpread();
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@@ -33,8 +33,8 @@ namespace OpenRa.Game.Graphics
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for (int i = 0; i < overlaySpriteNames.Length; i++)
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overlaySprites[i] = SpriteSheetBuilder.LoadAllSprites(overlaySpriteNames[i], ".shp", ".tem", ".sno");
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/* todo: add the rest of the smudge sprites */
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smudgeSprites = new[] { "bib3", "bib2" }.SelectMany(
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smudgeSprites = new[] { "bib3", "bib2", "sc1", "sc2", "sc3", "sc4", "sc5", "sc6",
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"cr1", "cr2", "cr3", "cr4", "cr5", "cr6", }.SelectMany(
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f => SpriteSheetBuilder.LoadAllSprites(f, ".shp", ".tem", ".sno")).ToArray();
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}
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@@ -91,6 +91,7 @@
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<Compile Include="PathSearch.cs" />
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<Compile Include="ProductionItem.cs" />
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<Compile Include="ReplayOrderSource.cs" />
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<Compile Include="Smudge.cs" />
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<Compile Include="Support\Stopwatch.cs" />
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<Compile Include="Support\PerfHistory.cs" />
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<Compile Include="Traits\AcceptsOre.cs" />
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33
OpenRa.Game/Smudge.cs
Normal file
33
OpenRa.Game/Smudge.cs
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@@ -0,0 +1,33 @@
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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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namespace OpenRa.Game
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{
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static class Smudge
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{
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const int firstScorch = 11;
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const int firstCrater = 17;
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const int framesPerCrater = 5;
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public static void AddSmudge(bool isCrater, int x, int y)
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{
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var smudge = Rules.Map.MapTiles[x, y].smudge;
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if (smudge == 0)
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Rules.Map.MapTiles[x, y].smudge = (byte) (isCrater
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? (firstCrater + framesPerCrater * ChooseSmudge())
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: (firstScorch + ChooseSmudge()));
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if (smudge < firstCrater || !isCrater) return; /* bib or scorch; don't change */
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/* deepen the crater */
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var amount = (smudge - firstCrater) % framesPerCrater;
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if (amount < framesPerCrater - 1)
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Rules.Map.MapTiles[x, y].smudge++;
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}
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static int lastSmudge = 0;
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static int ChooseSmudge() { lastSmudge = (lastSmudge + 1) % 6; return lastSmudge; }
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}
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}
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