#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 . */ #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 NukeInfo : IProjectileInfo { public readonly string Image = null; public IEffect Create(ProjectileArgs args) { return null; } } 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)); var warhead = Rules.WarheadInfo[weapon.Warhead]; Combat.DoImpact(pos.ToInt2(), pos.ToInt2(), weapon, Rules.ProjectileInfo[weapon.Projectile], warhead, silo, true); world.WorldActor.traits.Get().AddEffect(20, pos, 5); } public IEnumerable Render() { yield return new Renderable(anim.Image, pos - 0.5f * anim.Image.size - new float2(0, altitude), "effect"); } } }