Merge branch 'nuke'

This commit is contained in:
Matthew Bowra-Dean
2010-03-07 00:05:45 +13:00
7 changed files with 115 additions and 8 deletions

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@@ -0,0 +1,90 @@
#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRA.Traits;
using OpenRA.GameRules;
using OpenRA.Graphics;
namespace OpenRA.Effects
{
class NukeLaunch : IEffect
{
readonly ProjectileInfo projectileUp, projectileDown;
readonly Actor silo;
Animation anim;
float2 pos;
int2 targetLocation;
readonly int targetAltitude = 400;
int altitude;
bool goingUp = true;
WeaponInfo weapon;
public NukeLaunch(Actor silo, string weapon, int2 targetLocation)
{
this.silo = silo;
this.targetLocation = targetLocation;
this.weapon = Rules.WeaponInfo[weapon];
projectileUp = Rules.ProjectileInfo["NukeUp"];
projectileDown = Rules.ProjectileInfo["NukeDown"];
anim = new Animation(projectileUp.Image);
anim.PlayRepeating("idle");
pos = silo.CenterLocation;
}
public void Tick(World world)
{
anim.Tick();
if (goingUp)
{
altitude += 10;
if (altitude >= targetAltitude)
{
pos = OpenRA.Traits.Util.CenterOfCell(targetLocation);
anim = new Animation(projectileDown.Image);
anim.PlayRepeating("idle");
goingUp = false;
}
}
else
{
altitude -= 10;
if (altitude <= 0)
Explode(world);
}
}
void Explode(World world)
{
world.AddFrameEndTask(w => w.Remove(this));
Combat.DoImpact(pos.ToInt2(), pos.ToInt2(), weapon, Rules.ProjectileInfo[weapon.Projectile], Rules.WarheadInfo[weapon.Warhead], silo);
}
public IEnumerable<Renderable> Render()
{
yield return new Renderable(anim.Image, pos - 0.5f * anim.Image.size - new float2(0, altitude), "effect");
}
}
}

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@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@@ -77,6 +77,7 @@
<Compile Include="Effects\FlashTarget.cs" />
<Compile Include="Effects\LaserZap.cs" />
<Compile Include="Effects\MoveFlash.cs" />
<Compile Include="Effects\NukeLaunch.cs" />
<Compile Include="Effects\RepairIndicator.cs" />
<Compile Include="Effects\Smoke.cs" />
<Compile Include="Effects\TeslaZap.cs" />

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@@ -20,6 +20,7 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
namespace OpenRA.Traits
{
@@ -56,8 +57,8 @@ namespace OpenRA.Traits
if (Owner != Owner.World.LocalPlayer)
Sound.Play("alaunch1.aud");
// TODO: FIRE ZE MISSILES
//w.Add(new NukeLaunch(silo));
//FIRE ZE MISSILES
w.Add(new NukeLaunch(silo, Info.MissileWeapon, order.TargetLocation));
});
Game.controller.CancelInputMode();

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@@ -33,6 +33,7 @@ namespace OpenRA.Traits
public readonly string[] Prerequisites = { };
public readonly int TechLevel = -1;
public readonly bool GivenAuto = true;
public readonly string MissileWeapon = "";
public abstract object Create(Actor self);
}

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@@ -445,6 +445,12 @@ Speed=25
Warhead=HE
Report=MISSILE1
;Nuke (special case for Nuclear missile)
[Atomic]
Damage=1000
Projectile=NukeDown
Warhead=Nuke
; ******* Projectile Statistics *******
; Projectiles describe how and what image to use as the weapon flies
@@ -817,6 +823,7 @@ DogJaw
Heal
SCUD
UnitExplode
Atomic
[TeslaZap]
RenderAsTesla=true

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@@ -50,6 +50,7 @@ Player:
LongDesc: Launches a nuclear missile at a target location.
Prerequisites: MSLO
TechLevel: 12
MissileWeapon: atomic
SonarPulsePower:
Image: sonricon
ChargeTime: 10

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@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<!-- openra/sequences.xml
this file describes animation sequences for structures and units.
@@ -862,8 +862,8 @@
<unit name="brik">
<sequence name="idle" start="0" length="16" />
<sequence name="minor-damaged-idle" start="16" length="16" />
<sequence name="damaged-idle" start="32" length="16" />
<sequence name="critical-idle" start="48" length="16" />
<sequence name="damaged-idle" start="32" length="16" />
<sequence name="critical-idle" start="48" length="16" />
</unit>
<unit name="sbag">
<sequence name="idle" start="0" length="16" />
@@ -876,7 +876,7 @@
<unit name="cycl">
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
<sequence name="critical-idle" start="32" length="16" />
<sequence name="critical-idle" start="32" length="16" />
</unit>
<unit name="barb">
<sequence name="idle" start="0" length="16" />
@@ -886,4 +886,10 @@
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
</unit>
</sequences>
<unit name="atomicup">
<sequence name="idle" start="0" length="4" />
</unit>
<unit name="atomicdn">
<sequence name="idle" start="0" length="4" />
</unit>
</sequences>