Move projectiles to their own namespace and folder
While they are (currently) technically effects, this makes the actual purpose and wiki more clear.
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111
OpenRA.Mods.Common/Projectiles/GravityBomb.cs
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111
OpenRA.Mods.Common/Projectiles/GravityBomb.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Effects;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Projectiles
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{
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public class GravityBombInfo : IProjectileInfo
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{
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public readonly string Image = null;
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[Desc("Sequence to loop while falling.")]
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[SequenceReference("Image")] public readonly string Sequence = "idle";
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[Desc("Sequence to play when launched. Skipped if null or empty.")]
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[SequenceReference("Image")] public readonly string OpenSequence = null;
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[PaletteReference] public readonly string Palette = "effect";
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public readonly bool Shadow = false;
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[PaletteReference] public readonly string ShadowPalette = "shadow";
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public readonly WDist Velocity = WDist.Zero;
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[Desc("Value added to velocity every tick.")]
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public readonly WDist Acceleration = new WDist(15);
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public IEffect Create(ProjectileArgs args) { return new GravityBomb(this, args); }
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}
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public class GravityBomb : IEffect, ISync
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{
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readonly GravityBombInfo info;
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readonly Animation anim;
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readonly ProjectileArgs args;
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[Sync] WVec velocity;
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[Sync] WPos pos;
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[Sync] WVec acceleration;
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public GravityBomb(GravityBombInfo info, ProjectileArgs args)
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{
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this.info = info;
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this.args = args;
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pos = args.Source;
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velocity = new WVec(WDist.Zero, WDist.Zero, -info.Velocity);
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acceleration = new WVec(WDist.Zero, WDist.Zero, info.Acceleration);
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if (!string.IsNullOrEmpty(info.Image))
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{
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anim = new Animation(args.SourceActor.World, info.Image);
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if (!string.IsNullOrEmpty(info.OpenSequence))
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anim.PlayThen(info.OpenSequence, () => anim.PlayRepeating(info.Sequence));
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else
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anim.PlayRepeating(info.Sequence);
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}
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}
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public void Tick(World world)
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{
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velocity -= acceleration;
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pos += velocity;
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if (pos.Z <= args.PassiveTarget.Z)
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{
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pos += new WVec(0, 0, args.PassiveTarget.Z - pos.Z);
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world.AddFrameEndTask(w => w.Remove(this));
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args.Weapon.Impact(Target.FromPos(pos), args.SourceActor, args.DamageModifiers);
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}
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if (anim != null)
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anim.Tick();
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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if (anim == null)
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yield break;
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var world = args.SourceActor.World;
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if (!world.FogObscures(pos))
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{
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if (info.Shadow)
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{
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var dat = world.Map.DistanceAboveTerrain(pos);
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var shadowPos = pos - new WVec(0, 0, dat.Length);
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foreach (var r in anim.Render(shadowPos, wr.Palette(info.ShadowPalette)))
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yield return r;
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}
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var palette = wr.Palette(info.Palette);
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foreach (var r in anim.Render(pos, palette))
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yield return r;
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}
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}
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}
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}
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