Moves SupportPowers and related Widgets to Mods.Common
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127
OpenRA.Mods.Common/Traits/SupportPowers/NukePower.cs
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127
OpenRA.Mods.Common/Traits/SupportPowers/NukePower.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using OpenRA.Effects;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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class NukePowerInfo : SupportPowerInfo, Requires<IBodyOrientationInfo>
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{
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[WeaponReference]
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public readonly string MissileWeapon = "";
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public readonly WVec SpawnOffset = WVec.Zero;
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[Desc("Travel time - split equally between ascent and descent")]
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public readonly int FlightDelay = 400;
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[Desc("Visual ascent velocity in WRange / tick")]
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public readonly WRange FlightVelocity = new WRange(512);
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[Desc("Descend immediately on the target, with half the FlightDelay")]
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public readonly bool SkipAscent = false;
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[Desc("Amount of time before detonation to remove the beacon")]
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public readonly int BeaconRemoveAdvance = 25;
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[ActorReference]
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[Desc("Actor to spawn before detonation")]
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public readonly string CameraActor = null;
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[Desc("Amount of time before detonation to spawn the camera")]
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public readonly int CameraSpawnAdvance = 25;
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[Desc("Amount of time after detonation to remove the camera")]
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public readonly int CameraRemoveDelay = 25;
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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
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{
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IBodyOrientation body;
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public NukePower(Actor self, NukePowerInfo info)
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: base(self, info)
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{
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body = self.Trait<IBodyOrientation>();
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}
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public override IOrderGenerator OrderGenerator(string order, SupportPowerManager manager)
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{
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Sound.PlayToPlayer(manager.Self.Owner, Info.SelectTargetSound);
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return new SelectGenericPowerTarget(order, manager, "nuke", MouseButton.Left);
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}
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public override void Activate(Actor self, Order order, SupportPowerManager manager)
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{
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base.Activate(self, order, manager);
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if (self.Owner.IsAlliedWith(self.World.RenderPlayer))
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Sound.Play(Info.LaunchSound);
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else
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Sound.Play(Info.IncomingSound);
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var npi = Info as NukePowerInfo;
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var rb = self.Trait<RenderSimple>();
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rb.PlayCustomAnim(self, "active");
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var targetPosition = self.World.Map.CenterOfCell(order.TargetLocation);
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var missile = new NukeLaunch(self.Owner, npi.MissileWeapon,
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self.CenterPosition + body.LocalToWorld(npi.SpawnOffset),
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targetPosition,
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npi.FlightVelocity, npi.FlightDelay, npi.SkipAscent);
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self.World.AddFrameEndTask(w => w.Add(missile));
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if (npi.CameraActor != null)
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{
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var camera = self.World.CreateActor(false, npi.CameraActor, new TypeDictionary
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{
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new LocationInit(order.TargetLocation),
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new OwnerInit(self.Owner),
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});
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camera.QueueActivity(new Wait(npi.CameraSpawnAdvance + npi.CameraRemoveDelay));
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camera.QueueActivity(new RemoveSelf());
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Action addCamera = () => self.World.AddFrameEndTask(w => w.Add(camera));
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self.World.AddFrameEndTask(w => w.Add(new DelayedAction(npi.FlightDelay - npi.CameraSpawnAdvance, addCamera)));
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}
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if (Info.DisplayBeacon)
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{
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var beacon = new Beacon(
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order.Player,
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targetPosition,
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Info.BeaconPalettePrefix,
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Info.BeaconPoster,
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Info.BeaconPosterPalette,
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() => missile.FractionComplete);
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Action removeBeacon = () => self.World.AddFrameEndTask(w =>
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{
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w.Remove(beacon);
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beacon = null;
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});
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self.World.AddFrameEndTask(w =>
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{
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w.Add(beacon);
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w.Add(new DelayedAction(npi.FlightDelay - npi.BeaconRemoveAdvance, removeBeacon));
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});
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}
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}
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}
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}
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