Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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146
OpenRA.Mods.Common/Projectiles/GravityBomb.cs
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146
OpenRA.Mods.Common/Projectiles/GravityBomb.cs
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#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.Collections.Immutable;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Projectiles
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{
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[Desc("Projectile with customisable acceleration vector.")]
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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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[SequenceReference(nameof(Image), allowNullImage: true)]
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[Desc("Loop a randomly chosen sequence of Image from this list while falling.")]
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public readonly ImmutableArray<string> Sequences = ["idle"];
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[SequenceReference(nameof(Image), allowNullImage: true)]
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[Desc("Sequence to play when launched. Skipped if null or empty.")]
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public readonly string OpenSequence = null;
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[PaletteReference]
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[Desc("The palette used to draw this projectile.")]
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public readonly string Palette = "effect";
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[Desc("Palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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[Desc("Does this projectile have a shadow?")]
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public readonly bool Shadow = false;
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[Desc("Color to draw shadow if Shadow is true.")]
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public readonly Color ShadowColor = Color.FromArgb(140, 0, 0, 0);
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[Desc("Projectile movement vector per tick (forward, right, up), use negative values for opposite directions.")]
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public readonly WVec Velocity = WVec.Zero;
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[Desc("Value added to Velocity every tick.")]
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public readonly WVec Acceleration = new(0, 0, -15);
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public IProjectile Create(ProjectileArgs args) { return new GravityBomb(this, args); }
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}
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public class GravityBomb : IProjectile, 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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readonly WVec acceleration;
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readonly float3 shadowColor;
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readonly float shadowAlpha;
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WVec velocity;
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[VerifySync]
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WPos pos, lastPos;
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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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var convertedVelocity = new WVec(info.Velocity.Y, -info.Velocity.X, info.Velocity.Z);
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velocity = convertedVelocity.Rotate(WRot.FromYaw(args.Facing));
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acceleration = new WVec(info.Acceleration.Y, -info.Acceleration.X, info.Acceleration.Z);
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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, () => args.Facing);
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if (!string.IsNullOrEmpty(info.OpenSequence))
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anim.PlayThen(info.OpenSequence, () => anim.PlayRepeating(info.Sequences.Random(args.SourceActor.World.SharedRandom)));
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else
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anim.PlayRepeating(info.Sequences.Random(args.SourceActor.World.SharedRandom));
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}
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shadowColor = new float3(info.ShadowColor.R, info.ShadowColor.G, info.ShadowColor.B) / 255f;
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shadowAlpha = info.ShadowColor.A / 255f;
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}
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public void Tick(World world)
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{
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lastPos = pos;
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pos += velocity;
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velocity += acceleration;
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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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var warheadArgs = new WarheadArgs(args)
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{
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ImpactOrientation = new WRot(WAngle.Zero, Util.GetVerticalAngle(lastPos, pos), args.Facing),
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ImpactPosition = pos,
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};
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args.Weapon.Impact(Target.FromPos(pos), warheadArgs);
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}
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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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var paletteName = info.Palette;
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if (paletteName != null && info.IsPlayerPalette)
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paletteName += args.SourceActor.Owner.InternalName;
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var palette = wr.Palette(paletteName);
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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, palette))
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yield return ((IModifyableRenderable)r)
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.WithTint(shadowColor, ((IModifyableRenderable)r).TintModifiers | TintModifiers.ReplaceColor)
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.WithAlpha(shadowAlpha);
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}
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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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