174 lines
4.9 KiB
C#
174 lines
4.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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 System.Linq;
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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.Traits;
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namespace OpenRA.Mods.Common.Effects
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{
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public class NukeLaunch : IProjectile, ISpatiallyPartitionable
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{
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readonly Player firedBy;
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readonly Animation anim;
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readonly WeaponInfo weapon;
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readonly string weaponPalette;
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readonly string upSequence;
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readonly string downSequence;
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readonly WPos ascendSource;
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readonly WPos ascendTarget;
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readonly WPos descendSource;
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readonly WPos descendTarget;
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readonly WDist detonationAltitude;
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readonly bool removeOnDetonation;
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readonly int impactDelay;
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readonly int turn;
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readonly string trailImage;
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readonly string[] trailSequences;
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readonly string trailPalette;
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readonly int trailInterval;
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readonly int trailDelay;
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WPos pos;
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int ticks, trailTicks;
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int launchDelay;
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bool isLaunched;
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bool detonated;
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public NukeLaunch(Player firedBy, string image, WeaponInfo weapon, string weaponPalette, string upSequence, string downSequence,
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WPos launchPos, WPos targetPos, WDist detonationAltitude, bool removeOnDetonation, WDist velocity, int launchDelay, int impactDelay,
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bool skipAscent,
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string trailImage, string[] trailSequences, string trailPalette, bool trailUsePlayerPalette, int trailDelay, int trailInterval)
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{
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this.firedBy = firedBy;
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this.weapon = weapon;
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this.weaponPalette = weaponPalette;
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this.upSequence = upSequence;
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this.downSequence = downSequence;
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this.launchDelay = launchDelay;
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this.impactDelay = impactDelay;
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turn = skipAscent ? 0 : impactDelay / 2;
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this.trailImage = trailImage;
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this.trailSequences = trailSequences;
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this.trailPalette = trailPalette;
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if (trailUsePlayerPalette)
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this.trailPalette += firedBy.InternalName;
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this.trailInterval = trailInterval;
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this.trailDelay = trailDelay;
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trailTicks = trailDelay;
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var offset = new WVec(WDist.Zero, WDist.Zero, velocity * (impactDelay - turn));
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ascendSource = launchPos;
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ascendTarget = launchPos + offset;
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descendSource = targetPos + offset;
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descendTarget = targetPos;
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this.detonationAltitude = detonationAltitude;
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this.removeOnDetonation = removeOnDetonation;
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if (!string.IsNullOrEmpty(image))
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anim = new Animation(firedBy.World, image);
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pos = skipAscent ? descendSource : ascendSource;
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}
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public void Tick(World world)
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{
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if (launchDelay-- > 0)
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return;
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if (!isLaunched)
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{
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if (weapon.Report != null && weapon.Report.Length > 0)
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Game.Sound.Play(SoundType.World, weapon.Report, world, pos);
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if (anim != null)
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{
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anim.PlayRepeating(upSequence);
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world.ScreenMap.Add(this, pos, anim.Image);
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}
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isLaunched = true;
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}
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if (anim != null)
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{
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anim.Tick();
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if (ticks == turn)
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anim.PlayRepeating(downSequence);
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}
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var isDescending = ticks >= turn;
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if (!isDescending)
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pos = WPos.LerpQuadratic(ascendSource, ascendTarget, WAngle.Zero, ticks, turn);
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else
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pos = WPos.LerpQuadratic(descendSource, descendTarget, WAngle.Zero, ticks - turn, impactDelay - turn);
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if (!string.IsNullOrEmpty(trailImage) && --trailTicks < 0)
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{
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var trailPos = !isDescending ? WPos.LerpQuadratic(ascendSource, ascendTarget, WAngle.Zero, ticks - trailDelay, turn)
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: WPos.LerpQuadratic(descendSource, descendTarget, WAngle.Zero, ticks - turn - trailDelay, impactDelay - turn);
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(trailPos, w, trailImage, trailSequences.Random(world.SharedRandom),
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trailPalette)));
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trailTicks = trailInterval;
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}
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var dat = world.Map.DistanceAboveTerrain(pos);
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if (ticks == impactDelay || (isDescending && dat <= detonationAltitude))
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Explode(world, ticks == impactDelay || removeOnDetonation);
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if (anim != null)
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world.ScreenMap.Update(this, pos, anim.Image);
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ticks++;
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}
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void Explode(World world, bool removeProjectile)
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{
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if (removeProjectile)
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world.AddFrameEndTask(w => { w.Remove(this); w.ScreenMap.Remove(this); });
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if (detonated)
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return;
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var target = Target.FromPos(pos);
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var warheadArgs = new WarheadArgs
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{
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Weapon = weapon,
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Source = target.CenterPosition,
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SourceActor = firedBy.PlayerActor,
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WeaponTarget = target
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};
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weapon.Impact(target, warheadArgs);
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detonated = true;
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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if (!isLaunched || anim == null)
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return Enumerable.Empty<IRenderable>();
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return anim.Render(pos, wr.Palette(weaponPalette));
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}
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public float FractionComplete => ticks * 1f / impactDelay;
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}
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}
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