Chronosphere implementation plus supporting tweaks to Order
This commit is contained in:
@@ -122,6 +122,7 @@
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<Compile Include="Smudge.cs" />
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<Compile Include="Sound.cs" />
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<Compile Include="SupportPower.cs" />
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<Compile Include="SupportPowers\ChronospherePower.cs" />
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<Compile Include="SupportPowers\GpsSatellite.cs" />
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<Compile Include="SupportPowers\IronCurtainPower.cs" />
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<Compile Include="SupportPowers\ISupportPowerImpl.cs" />
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@@ -1,19 +1,20 @@
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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 System.Text;
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using System.Drawing;
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using OpenRa.Game.Traits;
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using OpenRa.Game.SupportPowers;
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namespace OpenRa.Game.Orders
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{
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class ChronoshiftDestinationOrderGenerator : IOrderGenerator
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{
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public readonly Actor self;
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public ChronoshiftDestinationOrderGenerator(Actor self)
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ISupportPowerImpl chronospherePower;
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public ChronoshiftDestinationOrderGenerator(Actor self, ISupportPowerImpl chronospherePower)
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{
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this.self = self;
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this.chronospherePower = chronospherePower;
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}
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public IEnumerable<Order> Order(int2 xy, MouseInput mi)
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@@ -23,8 +24,7 @@ namespace OpenRa.Game.Orders
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Game.controller.CancelInputMode();
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yield break;
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}
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yield return new Order("Chronoshift", self, null, xy, null);
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yield return new Order("Chronoshift", self, null, xy, null, chronospherePower);
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}
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public void Tick() {}
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@@ -1,14 +1,20 @@
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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 System.Text;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Traits;
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using OpenRa.Game.SupportPowers;
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namespace OpenRa.Game.Orders
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{
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class ChronosphereSelectOrderGenerator : IOrderGenerator
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{
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ISupportPowerImpl chronospherePower;
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public ChronosphereSelectOrderGenerator(ISupportPowerImpl chronospherePower)
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{
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this.chronospherePower = chronospherePower;
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}
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public IEnumerable<Order> Order(int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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@@ -31,7 +37,7 @@ namespace OpenRa.Game.Orders
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if (unit != null)
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{
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yield return new Order("ChronosphereSelect", underCursor, null, int2.Zero, null);
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yield return new Order("ChronosphereSelect", underCursor, null, int2.Zero, null, chronospherePower);
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}
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}
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}
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@@ -1,18 +1,18 @@
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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 System.Text;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Traits;
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using OpenRa.Game.SupportPowers;
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namespace OpenRa.Game.Orders
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{
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class IronCurtainOrderGenerator : IOrderGenerator
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{
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ISupportPowerImpl power;
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public IronCurtainOrderGenerator(ISupportPowerImpl power)
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ISupportPowerImpl ironCurtainPower;
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public IronCurtainOrderGenerator(ISupportPowerImpl ironCurtainPower)
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{
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this.power = power;
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this.ironCurtainPower = ironCurtainPower;
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}
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public IEnumerable<Order> Order(int2 xy, MouseInput mi)
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@@ -37,8 +37,7 @@ namespace OpenRa.Game.Orders
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if (unit != null)
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{
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yield return new Order("IronCurtain", underCursor, this.power);
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//yield return new Order("IronCurtain", underCursor, null, int2.Zero, null);
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yield return new Order("IronCurtain", underCursor, null, int2.Zero, null, ironCurtainPower);
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}
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}
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}
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@@ -14,6 +14,9 @@ namespace OpenRa.Game
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public readonly string TargetString;
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public bool IsImmediate;
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// This is a hack - fix me
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public readonly ISupportPowerImpl SupportPowerImpl;
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public Actor Subject { get { return ActorFromUInt(SubjectId); } }
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public Actor TargetActor { get { return ActorFromUInt(TargetActorId); } }
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public Player Player { get { return Subject.Owner; } }
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@@ -21,29 +24,27 @@ namespace OpenRa.Game
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public Order(string orderString, Actor subject,
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Actor targetActor, int2 targetLocation, string targetString)
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: this( orderString, UIntFromActor( subject ),
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UIntFromActor( targetActor ), targetLocation, targetString ) {}
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UIntFromActor( targetActor ), targetLocation, targetString, null ) {}
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public Order(string orderString, Actor subject,
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Actor targetActor, int2 targetLocation, string targetString, ISupportPowerImpl power)
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: this(orderString, UIntFromActor(subject),
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UIntFromActor(targetActor), targetLocation, targetString, power) { }
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Order(string orderString, uint subjectId,
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uint targetActorId, int2 targetLocation, string targetString)
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: this(orderString, subjectId,
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targetActorId, targetLocation, targetString, null) { }
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Order(string orderString, uint subjectId,
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uint targetActorId, int2 targetLocation, string targetString, ISupportPowerImpl power)
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{
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this.OrderString = orderString;
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this.SubjectId = subjectId;
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this.TargetActorId = targetActorId;
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this.TargetLocation = targetLocation;
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this.TargetString = targetString;
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}
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// This is a hack - fix me
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public readonly ISupportPowerImpl Power;
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public Order(string orderString, Actor subject, ISupportPowerImpl power)
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{
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this.OrderString = orderString;
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this.SubjectId = UIntFromActor( subject );
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this.Power = power;
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this.TargetActorId = UIntFromActor(null);
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this.TargetLocation = int2.Zero;
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this.TargetString = null;
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this.SupportPowerImpl = power;
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}
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public bool Validate()
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39
OpenRa.Game/SupportPowers/ChronospherePower.cs
Normal file
39
OpenRa.Game/SupportPowers/ChronospherePower.cs
Normal file
@@ -0,0 +1,39 @@
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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 System.Drawing;
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using OpenRa.Game.Orders;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game.SupportPowers
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{
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class ChronospherePower : ISupportPowerImpl
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{
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public void IsReadyNotification(SupportPower p) { Sound.Play("chrordy1.aud"); }
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public void IsChargingNotification(SupportPower p) { Sound.Play("chrochr1.aud"); }
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public void OnFireNotification(Actor target, int2 xy)
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{
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p.FinishActivate();
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Game.controller.CancelInputMode();
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Sound.Play("chrono2.aud");
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foreach (var a in Game.world.Actors.Where(a => a.traits.Contains<ChronoshiftPaletteEffect>()))
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a.traits.Get<ChronoshiftPaletteEffect>().DoChronoshift();
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// Play chronosphere active anim
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var chronosphere = Game.world.Actors.Where(a => a.Owner == p.Owner && a.traits.Contains<Chronosphere>()).FirstOrDefault();
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if (chronosphere != null)
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chronosphere.traits.Get<RenderBuilding>().PlayCustomAnim(chronosphere, "active");
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}
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SupportPower p;
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public void Activate(SupportPower p)
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{
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this.p = p;
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Game.controller.orderGenerator = new ChronosphereSelectOrderGenerator(this);
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Sound.Play("slcttgt1.aud");
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}
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}
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}
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@@ -2,7 +2,6 @@
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using OpenRa.Game.Orders;
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using System.Collections.Generic;
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using System.Linq;
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using System.Drawing;
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namespace OpenRa.Game.Traits
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{
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@@ -40,7 +39,7 @@ namespace OpenRa.Game.Traits
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{
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if (order.OrderString == "ChronosphereSelect")
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{
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Game.controller.orderGenerator = new ChronoshiftDestinationOrderGenerator(self);
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Game.controller.orderGenerator = new ChronoshiftDestinationOrderGenerator(self, order.SupportPowerImpl);
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}
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var movement = self.traits.WithInterface<IMovement>().FirstOrDefault();
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@@ -49,37 +48,26 @@ namespace OpenRa.Game.Traits
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// Cannot chronoshift into unexplored location
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if (!Game.LocalPlayer.Shroud.IsExplored(order.TargetLocation))
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return;
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// Set up return-to-sender info
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chronoshiftOrigin = self.Location;
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chronoshiftReturnTicks = (int)(Rules.General.ChronoDuration * 60 * 25);
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var chronosphere = Game.world.Actors.Where(a => a.Owner == order.Subject.Owner && a.traits.Contains<Chronosphere>()).FirstOrDefault();
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// Kill cargo
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if (Rules.General.ChronoKillCargo && self.traits.Contains<Cargo>())
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{
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var cargo = self.traits.Get<Cargo>();
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while (!cargo.IsEmpty(self))
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{
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if (chronosphere != null)
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chronosphere.Owner.Kills++;
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order.Player.Kills++;
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cargo.Unload(self);
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}
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}
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// Set up the teleport
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Game.controller.CancelInputMode();
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self.CancelActivity();
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self.QueueActivity(new Activities.Teleport(order.TargetLocation));
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Sound.Play("chrono2.aud");
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foreach (var a in Game.world.Actors.Where(a => a.traits.Contains<ChronoshiftPaletteEffect>()))
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a.traits.Get<ChronoshiftPaletteEffect>().DoChronoshift();
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// Play chronosphere active anim
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if (chronosphere != null)
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chronosphere.traits.Get<RenderBuilding>().PlayCustomAnim(chronosphere, "active");
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order.SupportPowerImpl.OnFireNotification(self, self.Location);
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}
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}
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@@ -28,7 +28,7 @@ namespace OpenRa.Game.Traits
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{
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if (order.OrderString == "IronCurtain")
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{
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order.Power.OnFireNotification(self, self.Location);
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order.SupportPowerImpl.OnFireNotification(self, self.Location);
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Game.world.AddFrameEndTask(w => w.Add(new InvulnEffect(self)));
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RemainingTicks = (int)(Rules.General.IronCurtain * 60 * 25);
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}
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