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