Half implemented Nuke

This commit is contained in:
Paul Chote
2010-01-24 23:49:58 +13:00
parent d3994bf198
commit 8ffb000e2e
4 changed files with 102 additions and 2 deletions

View File

@@ -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"); } }

View File

@@ -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" />

View 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 { }
}

View File

@@ -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: