using OpenRa.Game.GameRules; namespace OpenRa.Game { static class Smudge { const int firstScorch = 11; const int firstCrater = 17; const int framesPerCrater = 5; public static void AddSmudge(bool isCrater, int x, int y) { var smudge = Rules.Map.MapTiles[x, y].smudge; if (smudge == 0) Rules.Map.MapTiles[x, y].smudge = (byte) (isCrater ? (firstCrater + framesPerCrater * ChooseSmudge()) : (firstScorch + ChooseSmudge())); if (smudge < firstCrater || !isCrater) return; /* bib or scorch; don't change */ /* deepen the crater */ var amount = (smudge - firstCrater) % framesPerCrater; if (amount < framesPerCrater - 1) Rules.Map.MapTiles[x, y].smudge++; } public static void AddSmudge(int2 targetTile, WarheadInfo warhead) { switch (warhead.Explosion) /* todo: push the scorch/crater behavior into data */ { case 4: case 5: Smudge.AddSmudge(true, targetTile.X, targetTile.Y); break; case 3: case 6: Smudge.AddSmudge(false, targetTile.X, targetTile.Y); break; } } static int lastSmudge = 0; static int ChooseSmudge() { lastSmudge = (lastSmudge + 1) % 6; return lastSmudge; } } }