Split NukePower MissileImage from MissileWeapon.
This commit is contained in:
committed by
Matthias Mailänder
parent
0260884369
commit
60b123c641
@@ -25,18 +25,20 @@ namespace OpenRA.Mods.Common.Traits
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{
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{
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[WeaponReference]
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[WeaponReference]
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[FieldLoader.Require]
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[FieldLoader.Require]
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[Desc("Weapon to use for the impact.",
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[Desc("Weapon to use for the impact.")]
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"Also image to use for the missile.")]
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public readonly string MissileWeapon = "";
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public readonly string MissileWeapon = "";
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[Desc("Delay (in ticks) after launch until the missile is spawned.")]
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[Desc("Delay (in ticks) after launch until the missile is spawned.")]
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public readonly int MissileDelay = 0;
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public readonly int MissileDelay = 0;
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[SequenceReference(nameof(MissileWeapon))]
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[Desc("Image to use for the missile.")]
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public readonly string MissileImage = null;
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[SequenceReference(nameof(MissileImage))]
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[Desc("Sprite sequence for the ascending missile.")]
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[Desc("Sprite sequence for the ascending missile.")]
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public readonly string MissileUp = "up";
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public readonly string MissileUp = "up";
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[SequenceReference(nameof(MissileWeapon))]
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[SequenceReference(nameof(MissileImage))]
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[Desc("Sprite sequence for the descending missile.")]
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[Desc("Sprite sequence for the descending missile.")]
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public readonly string MissileDown = "down";
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public readonly string MissileDown = "down";
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@@ -168,7 +170,7 @@ namespace OpenRA.Mods.Common.Traits
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var skipAscent = info.SkipAscent || body == null;
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var skipAscent = info.SkipAscent || body == null;
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var launchPos = skipAscent ? WPos.Zero : self.CenterPosition + body.LocalToWorld(info.SpawnOffset);
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var launchPos = skipAscent ? WPos.Zero : self.CenterPosition + body.LocalToWorld(info.SpawnOffset);
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var missile = new NukeLaunch(self.Owner, info.MissileWeapon, info.WeaponInfo, palette, info.MissileUp, info.MissileDown,
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var missile = new NukeLaunch(self.Owner, info.MissileImage, info.WeaponInfo, palette, info.MissileUp, info.MissileDown,
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launchPos,
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launchPos,
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targetPosition, info.DetonationAltitude, info.RemoveMissileOnDetonation,
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targetPosition, info.DetonationAltitude, info.RemoveMissileOnDetonation,
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info.FlightVelocity, info.MissileDelay, info.FlightDelay, skipAscent,
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info.FlightVelocity, info.MissileDelay, info.FlightDelay, skipAscent,
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@@ -0,0 +1,40 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2022 The OpenRA Developers (see AUTHORS)
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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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namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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public class SplitNukePowerMissileImage : UpdateRule
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{
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public override string Name => "NukePower now defines the image for the missile with MissileImage.";
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public override string Description =>
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"NukePower used MissileWeapon field for as the name for missile image too.\n" +
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"This function has been moved to its own MissileImage field.";
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
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{
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foreach (var nukePowerNode in actorNode.ChildrenMatching("NukePower"))
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{
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var missileWeaponNode = nukePowerNode.ChildrenMatching("MissileWeapon").FirstOrDefault();
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if (missileWeaponNode != null)
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{
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var weapon = missileWeaponNode.NodeValue<string>();
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nukePowerNode.AddNode(new MiniYamlNode("MissileImage", weapon));
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}
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}
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yield break;
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}
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}
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}
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@@ -92,6 +92,7 @@ namespace OpenRA.Mods.Common.UpdateRules
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new AttackBomberFacingTolerance(),
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new AttackBomberFacingTolerance(),
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new AttackFrontalFacingTolerance(),
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new AttackFrontalFacingTolerance(),
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new RenameCloakTypes(),
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new RenameCloakTypes(),
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new SplitNukePowerMissileImage(),
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})
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})
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};
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};
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@@ -806,6 +806,7 @@ TMPL:
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LaunchSpeechNotification: NuclearWeaponLaunched
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LaunchSpeechNotification: NuclearWeaponLaunched
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IncomingSpeechNotification: NuclearWarheadApproaching
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IncomingSpeechNotification: NuclearWarheadApproaching
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MissileWeapon: atomic
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MissileWeapon: atomic
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MissileImage: atomic
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MissileDelay: 11
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MissileDelay: 11
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SpawnOffset: 3c0,0,-1c512
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SpawnOffset: 3c0,0,-1c512
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DisplayBeacon: True
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DisplayBeacon: True
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@@ -1066,6 +1066,7 @@ palace:
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EndChargeSpeechNotification: DeathHandMissileReady
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EndChargeSpeechNotification: DeathHandMissileReady
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IncomingSpeechNotification: MissileLaunchDetected
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IncomingSpeechNotification: MissileLaunchDetected
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MissileWeapon: deathhand
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MissileWeapon: deathhand
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MissileImage: deathhand
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MissileDelay: 18
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MissileDelay: 18
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SpawnOffset: 32,816,0
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SpawnOffset: 32,816,0
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DetonationAltitude: 3c0
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DetonationAltitude: 3c0
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@@ -45,6 +45,7 @@ MSLO:
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InsufficientPowerSpeechNotification: InsufficientPower
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InsufficientPowerSpeechNotification: InsufficientPower
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IncomingSpeechNotification: AbombLaunchDetected
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IncomingSpeechNotification: AbombLaunchDetected
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MissileWeapon: atomic
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MissileWeapon: atomic
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MissileImage: atomic
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MissileDelay: 5
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MissileDelay: 5
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SpawnOffset: 1c0,427,0
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SpawnOffset: 1c0,427,0
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DisplayTimerRelationships: Ally, Neutral, Enemy
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DisplayTimerRelationships: Ally, Neutral, Enemy
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@@ -527,6 +527,7 @@ NAMISL:
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IncomingSpeechNotification: MissileLaunchDetected
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IncomingSpeechNotification: MissileLaunchDetected
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LaunchSound: icbm1.aud
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LaunchSound: icbm1.aud
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MissileWeapon: ClusterMissile
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MissileWeapon: ClusterMissile
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MissileImage: ClusterMissile
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MissileDelay: 18
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MissileDelay: 18
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DetonationAltitude: 5c0
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DetonationAltitude: 5c0
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SpawnOffset: 0, 0c128, 0c512
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SpawnOffset: 0, 0c128, 0c512
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