Rename C4Demolition to Demolition.
This commit is contained in:
@@ -297,7 +297,6 @@
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<Compile Include="Traits\Buildings\RepairsUnits.cs" />
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<Compile Include="Traits\Buildings\RepairsUnits.cs" />
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<Compile Include="Traits\Buildings\Reservable.cs" />
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<Compile Include="Traits\Buildings\Reservable.cs" />
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<Compile Include="Traits\Burns.cs" />
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<Compile Include="Traits\Burns.cs" />
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<Compile Include="Traits\C4Demolition.cs" />
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<Compile Include="Traits\Health.cs" />
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<Compile Include="Traits\Health.cs" />
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<Compile Include="Traits\PowerTooltip.cs" />
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<Compile Include="Traits\PowerTooltip.cs" />
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<Compile Include="Traits\Render\VeteranProductionIconOverlay.cs" />
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<Compile Include="Traits\Render\VeteranProductionIconOverlay.cs" />
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@@ -325,6 +324,7 @@
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<Compile Include="Traits\CustomSellValue.cs" />
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<Compile Include="Traits\CustomSellValue.cs" />
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<Compile Include="Traits\CustomSelectionSize.cs" />
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<Compile Include="Traits\CustomSelectionSize.cs" />
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<Compile Include="Traits\Demolishable.cs" />
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<Compile Include="Traits\Demolishable.cs" />
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<Compile Include="Traits\Demolition.cs" />
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<Compile Include="Traits\DetectCloaked.cs" />
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<Compile Include="Traits\DetectCloaked.cs" />
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<Compile Include="Traits\EjectOnDeath.cs" />
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<Compile Include="Traits\EjectOnDeath.cs" />
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<Compile Include="Traits\EmitInfantryOnSell.cs" />
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<Compile Include="Traits\EmitInfantryOnSell.cs" />
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@@ -17,21 +17,21 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Scripting
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namespace OpenRA.Mods.Common.Scripting
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{
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{
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[ScriptPropertyGroup("Combat")]
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[ScriptPropertyGroup("Combat")]
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public class DemolitionProperties : ScriptActorProperties, Requires<IMoveInfo>, Requires<C4DemolitionInfo>
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public class DemolitionProperties : ScriptActorProperties, Requires<IMoveInfo>, Requires<DemolitionInfo>
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{
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{
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readonly C4DemolitionInfo info;
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readonly DemolitionInfo info;
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public DemolitionProperties(ScriptContext context, Actor self)
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public DemolitionProperties(ScriptContext context, Actor self)
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: base(context, self)
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: base(context, self)
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{
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{
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info = Self.Info.TraitInfo<C4DemolitionInfo>();
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info = Self.Info.TraitInfo<DemolitionInfo>();
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}
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}
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[ScriptActorPropertyActivity]
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[ScriptActorPropertyActivity]
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[Desc("Demolish the target actor.")]
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[Desc("Demolish the target actor.")]
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public void Demolish(Actor target)
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public void Demolish(Actor target)
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{
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{
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Self.QueueActivity(new Demolish(Self, target, info.EnterBehaviour, info.C4Delay,
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Self.QueueActivity(new Demolish(Self, target, info.EnterBehaviour, info.DetonationDelay,
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info.Flashes, info.FlashesDelay, info.FlashInterval, info.FlashDuration));
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info.Flashes, info.FlashesDelay, info.FlashInterval, info.FlashDuration));
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}
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}
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}
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}
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@@ -18,11 +18,11 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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namespace OpenRA.Mods.Common.Traits
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{
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{
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class C4DemolitionInfo : ITraitInfo
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class DemolitionInfo : ITraitInfo
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{
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{
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[Desc("Delay to demolish the target once the C4 is planted. " +
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[Desc("Delay to demolish the target once the explosive device is planted. " +
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"Measured in game ticks. Default is 1.8 seconds.")]
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"Measured in game ticks. Default is 1.8 seconds.")]
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public readonly int C4Delay = 45;
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public readonly int DetonationDelay = 45;
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[Desc("Number of times to flash the target.")]
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[Desc("Number of times to flash the target.")]
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public readonly int Flashes = 3;
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public readonly int Flashes = 3;
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@@ -43,21 +43,21 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Voice string when planting explosive charges.")]
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[Desc("Voice string when planting explosive charges.")]
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[VoiceReference] public readonly string Voice = "Action";
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[VoiceReference] public readonly string Voice = "Action";
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public object Create(ActorInitializer init) { return new C4Demolition(this); }
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public object Create(ActorInitializer init) { return new Demolition(this); }
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}
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}
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class C4Demolition : IIssueOrder, IResolveOrder, IOrderVoice
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class Demolition : IIssueOrder, IResolveOrder, IOrderVoice
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{
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{
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readonly C4DemolitionInfo info;
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readonly DemolitionInfo info;
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public C4Demolition(C4DemolitionInfo info)
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public Demolition(DemolitionInfo info)
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{
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{
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this.info = info;
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this.info = info;
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}
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}
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public IEnumerable<IOrderTargeter> Orders
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public IEnumerable<IOrderTargeter> Orders
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{
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{
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get { yield return new C4DemolitionOrderTargeter(); }
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get { yield return new DemolitionOrderTargeter("c4"); }
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}
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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@@ -88,7 +88,7 @@ namespace OpenRA.Mods.Common.Traits
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self.CancelActivity();
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self.CancelActivity();
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self.SetTargetLine(target, Color.Red);
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self.SetTargetLine(target, Color.Red);
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self.QueueActivity(new Demolish(self, target.Actor, info.EnterBehaviour, info.C4Delay,
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self.QueueActivity(new Demolish(self, target.Actor, info.EnterBehaviour, info.DetonationDelay,
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info.Flashes, info.FlashesDelay, info.FlashInterval, info.FlashDuration));
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info.Flashes, info.FlashesDelay, info.FlashInterval, info.FlashDuration));
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}
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}
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@@ -97,10 +97,10 @@ namespace OpenRA.Mods.Common.Traits
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return order.OrderString == "C4" ? info.Voice : null;
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return order.OrderString == "C4" ? info.Voice : null;
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}
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}
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class C4DemolitionOrderTargeter : UnitOrderTargeter
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class DemolitionOrderTargeter : UnitOrderTargeter
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{
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{
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public C4DemolitionOrderTargeter()
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public DemolitionOrderTargeter(string cursor)
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: base("C4", 6, "c4", true, false) { }
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: base("C4", 6, cursor, true, false) { }
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public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
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public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
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{
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{
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@@ -777,6 +777,17 @@ namespace OpenRA.Mods.Common.UtilityCommands
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node.Value.Nodes.RemoveAll(x => x.Key == "StartsRevealed");
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node.Value.Nodes.RemoveAll(x => x.Key == "StartsRevealed");
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}
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}
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if (engineVersion < 20160515)
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{
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// Use generic naming for building demolition using explosives.
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if (node.Key == "C4Demolition")
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node.Key = "Demolition";
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foreach (var n in node.Value.Nodes)
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if (n.Key == "C4Delay")
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n.Key = "DetonationDelay";
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}
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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}
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}
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}
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@@ -174,8 +174,8 @@ RMBO:
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Range: 6c0
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Range: 6c0
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AutoTarget:
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AutoTarget:
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ScanRadius: 6
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ScanRadius: 6
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C4Demolition:
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Demolition:
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C4Delay: 45
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DetonationDelay: 45
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Voice: Demolish
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Voice: Demolish
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Armament:
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Armament:
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Weapon: Sniper
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Weapon: Sniper
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@@ -241,8 +241,8 @@ saboteur:
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HP: 400
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HP: 400
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Mobile:
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Mobile:
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Speed: 43
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Speed: 43
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C4Demolition:
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Demolition:
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C4Delay: 0
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DetonationDelay: 0
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Flashes: 0
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Flashes: 0
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EnterBehaviour: Suicide
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EnterBehaviour: Suicide
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-AutoTarget:
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-AutoTarget:
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@@ -267,8 +267,8 @@ E7:
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Voice: Move
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Voice: Move
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RevealsShroud:
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RevealsShroud:
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Range: 6c0
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Range: 6c0
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C4Demolition:
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Demolition:
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C4Delay: 45
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DetonationDelay: 45
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Voice: Demolish
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Voice: Demolish
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Passenger:
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Passenger:
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PipType: Red
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PipType: Red
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@@ -125,8 +125,8 @@ GHOST:
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CrushSound: squishy2.aud
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CrushSound: squishy2.aud
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AttackFrontal:
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AttackFrontal:
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Voice: Attack
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Voice: Attack
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C4Demolition:
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Demolition:
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C4Delay: 45
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DetonationDelay: 45
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Voice: Attack
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Voice: Attack
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WithInfantryBody:
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WithInfantryBody:
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AttackSequence: shoot
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AttackSequence: shoot
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