Add ability to use NukePower via lua.

This commit is contained in:
Mustafa Alperen Seki
2018-02-06 12:52:16 +03:00
committed by Matthias Mailänder
parent f31e5d17b3
commit 2387e49ee7
3 changed files with 46 additions and 2 deletions

View File

@@ -266,6 +266,7 @@
<Compile Include="Scripting\Properties\ConditionProperties.cs" />
<Compile Include="Scripting\Properties\ParadropProperties.cs" />
<Compile Include="Scripting\Properties\ParatroopersProperties.cs" />
<Compile Include="Scripting\Properties\NukeProperties.cs" />
<Compile Include="TraitsInterfaces.cs" />
<Compile Include="Traits\AcceptsDeliveredCash.cs" />
<Compile Include="Traits\AcceptsDeliveredExperience.cs" />

View File

@@ -0,0 +1,39 @@
#region Copyright & License Information
/*
* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you 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. For more
* Information, see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Effects;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Effects;
using OpenRA.Mods.Common.Traits;
using OpenRA.Scripting;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Scripting
{
[ScriptPropertyGroup("Support Powers")]
public class NukeProperties : ScriptActorProperties, Requires<NukePowerInfo>
{
readonly NukePower np;
public NukeProperties(ScriptContext context, Actor self)
: base(context, self)
{
np = self.TraitsImplementing<NukePower>().First();
}
[Desc("Activate the actor's NukePower.")]
public void ActivateNukePower(CPos target)
{
np.Activate(Self, Self.World.Map.CenterOfCell(target));
}
}
}

View File

@@ -108,10 +108,14 @@ namespace OpenRA.Mods.Common.Traits
base.Activate(self, order, manager);
PlayLaunchSounds();
Activate(self, self.World.Map.CenterOfCell(order.TargetLocation));
}
public void Activate(Actor self, WPos targetPosition)
{
foreach (var launchpad in self.TraitsImplementing<INotifyNuke>())
launchpad.Launching(self);
var targetPosition = self.World.Map.CenterOfCell(order.TargetLocation);
var palette = info.IsPlayerPalette ? info.MissilePalette + self.Owner.InternalName : info.MissilePalette;
var missile = new NukeLaunch(self.Owner, info.MissileWeapon, info.WeaponInfo, palette, info.MissileUp, info.MissileDown,
self.CenterPosition + body.LocalToWorld(info.SpawnOffset),
@@ -133,7 +137,7 @@ namespace OpenRA.Mods.Common.Traits
if (Info.DisplayBeacon)
{
var beacon = new Beacon(
order.Player,
self.Owner,
targetPosition,
Info.BeaconPaletteIsPlayerPalette,
Info.BeaconPalette,