actually make it work (except for napalm)

This commit is contained in:
Chris Forbes
2010-04-09 22:35:06 +12:00
parent f849eb824c
commit 6c56ebc7b4
5 changed files with 160 additions and 143 deletions

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRA.Traits;
using OpenRA.Traits.Activities;
namespace OpenRA.Mods.Cnc
{
@@ -15,6 +16,14 @@ namespace OpenRA.Mods.Cnc
{
public AirstrikePower(Actor self, AirstrikePowerInfo info) : base(self, info) { }
protected override void OnActivate()
{
Game.controller.orderGenerator = new SelectTarget();
Sound.Play(Info.SelectTargetSound);
}
protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, Info.EndChargeSound); }
class SelectTarget : IOrderGenerator
{
public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
@@ -40,7 +49,20 @@ namespace OpenRA.Mods.Cnc
{
if (order.OrderString == "Airstrike")
{
// todo: spawn a10, have it dump napalm all over the target
var startPos = Owner.World.ChooseRandomEdgeCell();
Owner.World.AddFrameEndTask(w =>
{
var a = w.CreateActor("a10", startPos, Owner);
a.traits.Get<Unit>().Facing = Util.GetFacing(order.TargetLocation - startPos, 0);
a.traits.Get<Unit>().Altitude = a.Info.Traits.Get<PlaneInfo>().CruiseAltitude;
a.CancelActivity();
a.QueueActivity(new Fly(order.TargetLocation));
self.QueueActivity(new FlyOffMap { Interruptible = false });
self.QueueActivity(new RemoveSelf());
// todo: napalm
});
Game.controller.CancelInputMode();
FinishActivate();