move ActorGroupProxy to mod; move SupportPower traits into directory
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94
OpenRA.Mods.RA/SupportPowers/NukePower.cs
Executable file
94
OpenRA.Mods.RA/SupportPowers/NukePower.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Orders;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class NukePowerInfo : SupportPowerInfo
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{
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public override object Create(ActorInitializer init) { return new NukePower(init.self, this); }
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}
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class NukePower : SupportPower, IResolveOrder
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{
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public NukePower(Actor self, NukePowerInfo info) : base(self, info) { }
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protected override void OnActivate()
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{
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Game.controller.orderGenerator =
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new GenericSelectTargetWithBuilding<NukeSilo>(Owner.PlayerActor, "NuclearMissile", "nuke");
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (!IsAvailable) return;
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if (order.OrderString == "NuclearMissile")
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{
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var silo = self.World.Queries.OwnedBy[self.Owner]
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.Where(a => a.traits.Contains<NukeSilo>())
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.FirstOrDefault();
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if (silo != null)
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silo.traits.Get<RenderBuilding>().PlayCustomAnim(silo, "active");
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// Play to everyone but the current player
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if (Owner != Owner.World.LocalPlayer)
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Sound.Play(Info.LaunchSound);
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silo.traits.Get<NukeSilo>().Attack(order.TargetLocation);
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Game.controller.CancelInputMode();
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FinishActivate();
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}
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}
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}
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// tag trait for the building
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class NukeSiloInfo : ITraitInfo
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{
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[WeaponReference]
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public readonly string MissileWeapon = "";
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public object Create(ActorInitializer init) { return new NukeSilo(init.self); }
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}
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class NukeSilo
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{
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Actor self;
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public NukeSilo(Actor self)
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{
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this.self = self;
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}
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public void Attack(int2 targetLocation)
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{
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self.traits.Get<RenderBuilding>().PlayCustomAnim(self, "active");
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self.World.AddFrameEndTask(w =>
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{
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//FIRE ZE MISSILES
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w.Add(new NukeLaunch(self, self.Info.Traits.Get<NukeSiloInfo>().MissileWeapon, targetLocation));
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});
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}
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}
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}
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