Half implemented Nuke
This commit is contained in:
@@ -25,6 +25,7 @@ namespace OpenRa
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public static Cursor DeployBlocked { get { return new Cursor("deploy-blocked"); } }
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public static Cursor DeployBlocked { get { return new Cursor("deploy-blocked"); } }
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public static Cursor Chronoshift { get { return new Cursor("chrono-target"); } }
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public static Cursor Chronoshift { get { return new Cursor("chrono-target"); } }
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public static Cursor ChronoshiftSelect { get { return new Cursor("chrono-select"); } }
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public static Cursor ChronoshiftSelect { get { return new Cursor("chrono-select"); } }
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public static Cursor Nuke { get { return new Cursor("nuke"); } }
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public static Cursor Ability { get { return new Cursor("ability"); } }
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public static Cursor Ability { get { return new Cursor("ability"); } }
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public static Cursor C4 { get { return new Cursor("c4"); } }
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public static Cursor C4 { get { return new Cursor("c4"); } }
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public static Cursor Capture { get { return new Cursor("capture"); } }
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public static Cursor Capture { get { return new Cursor("capture"); } }
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@@ -106,7 +106,6 @@
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<DesignTime>True</DesignTime>
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<DesignTime>True</DesignTime>
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<DependentUpon>Resources.resx</DependentUpon>
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<DependentUpon>Resources.resx</DependentUpon>
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</Compile>
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</Compile>
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<Compile Include="Orders\IronCurtainOrderGenerator.cs" />
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<Compile Include="Effects\Missile.cs" />
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<Compile Include="Effects\Missile.cs" />
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<Compile Include="Network\OrderIO.cs" />
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<Compile Include="Network\OrderIO.cs" />
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<Compile Include="Network\OrderManager.cs" />
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<Compile Include="Network\OrderManager.cs" />
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@@ -222,6 +221,7 @@
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<Compile Include="Traits\JamsRadar.cs" />
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<Compile Include="Traits\JamsRadar.cs" />
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<Compile Include="Traits\LightPaletteRotator.cs" />
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<Compile Include="Traits\LightPaletteRotator.cs" />
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<Compile Include="Traits\LimitedAmmo.cs" />
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<Compile Include="Traits\LimitedAmmo.cs" />
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<Compile Include="Traits\NukePower.cs" />
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<Compile Include="Traits\Passenger.cs" />
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<Compile Include="Traits\Passenger.cs" />
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<Compile Include="Traits\PlaceBuilding.cs" />
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<Compile Include="Traits\PlaceBuilding.cs" />
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<Compile Include="Traits\SpyPlanePower.cs" />
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<Compile Include="Traits\SpyPlanePower.cs" />
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88
OpenRa.Game/Traits/NukePower.cs
Normal file
88
OpenRa.Game/Traits/NukePower.cs
Normal file
@@ -0,0 +1,88 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRa.Orders;
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namespace OpenRa.Traits
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{
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class NukePowerInfo : SupportPowerInfo
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{
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public override object Create(Actor self) { return new NukePower(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 OnBeginCharging() { Sound.Play("aprep1.aud"); }
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protected override void OnFinishCharging() { Sound.Play("aready1.aud"); }
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protected override void OnActivate()
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{
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Game.controller.orderGenerator = new SelectTarget();
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Sound.Play("slcttgt1.aud");
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "NuclearMissile")
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{
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var silo = self.World.Actors.Where(a => a.Owner == self.Owner
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&& a.traits.Contains<NukeSilo>()).FirstOrDefault();
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if (silo != null)
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silo.traits.Get<RenderBuilding>().PlayCustomAnim(silo, "active");
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Owner.World.AddFrameEndTask(w =>
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{
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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("alaunch1.aud");
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// TODO: FIRE ZE MISSILES
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//w.Add(new NukeLaunch(silo));
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});
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Game.controller.CancelInputMode();
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FinishActivate();
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}
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}
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class SelectTarget : IOrderGenerator
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{
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public SelectTarget() { }
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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Game.controller.CancelInputMode();
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return OrderInner(world, xy, mi);
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}
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IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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{
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yield return new Order("NuclearMissile", Game.world.LocalPlayer.PlayerActor, xy);
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}
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yield break;
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}
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public void Tick(World world)
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{
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var hasStructure = world.Actors
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.Any(a => a.Owner == world.LocalPlayer && a.traits.Contains<NukeSilo>());
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if (!hasStructure)
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Game.controller.CancelInputMode();
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}
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public void Render(World world) { }
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public Cursor GetCursor(World world, int2 xy, MouseInput mi) { return Cursor.Nuke; }
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}
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}
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// tag trait for the building
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class NukeSiloInfo : StatelessTraitInfo<NukeSilo> { }
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class NukeSilo { }
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}
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@@ -34,7 +34,14 @@ Player:
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LongDesc: Reveals an area of the map.
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LongDesc: Reveals an area of the map.
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Prerequisites: AFLD
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Prerequisites: AFLD
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TechLevel: 5
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TechLevel: 5
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NukePower:
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Image: atomicon
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ChargeTime: 13
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Description: Atom Bomb
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LongDesc: Launches a nuclear missile at your target.
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Prerequisites: MSLO
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TechLevel: 12
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World:
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World:
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WaterPaletteRotation:
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WaterPaletteRotation:
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ChronoshiftPaletteEffect:
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ChronoshiftPaletteEffect:
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@@ -85,3 +92,7 @@ BRIDGE1:
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BRIDGE2:
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BRIDGE2:
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Bridge:
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Bridge:
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UseAlternateNames: yes
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UseAlternateNames: yes
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MSLO:
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NukeSilo:
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