invuln moved to mod

This commit is contained in:
Chris Forbes
2010-01-29 19:48:51 +13:00
parent 84d2a01a69
commit d043f6690d
8 changed files with 23 additions and 17 deletions

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@@ -0,0 +1,31 @@
using System.Collections.Generic;
using OpenRa.Graphics;
using OpenRa.Traits;
using OpenRa.Effects;
namespace OpenRa.Mods.RA.Effects
{
class InvulnEffect : IEffect
{
Actor a;
IronCurtainable b;
public InvulnEffect(Actor a)
{
this.a = a;
this.b = a.traits.Get<IronCurtainable>();
}
public void Tick( World world )
{
if (a.IsDead || b.GetDamageModifier() > 0)
world.AddFrameEndTask(w => w.Remove(this));
}
public IEnumerable<Renderable> Render()
{
foreach (var r in a.Render())
yield return r.WithPalette(PaletteType.Invuln);
}
}
}

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@@ -0,0 +1,97 @@
using System.Collections.Generic;
using System.Linq;
using OpenRa.Traits;
namespace OpenRa.Mods.RA
{
class IronCurtainPowerInfo : SupportPowerInfo
{
public readonly float Duration = 0f;
public override object Create(Actor self) { return new IronCurtainPower(self, this); }
}
class IronCurtainPower : SupportPower, IResolveOrder
{
public IronCurtainPower(Actor self, IronCurtainPowerInfo info) : base(self, info) { }
protected override void OnBeginCharging() { Sound.PlayToPlayer(Owner, "ironchg1.aud"); }
protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, "ironrdy1.aud"); }
protected override void OnActivate()
{
Game.controller.orderGenerator = new SelectTarget();
Sound.Play("slcttgt1.aud");
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "IronCurtain")
{
if (self.Owner == self.World.LocalPlayer)
Game.controller.CancelInputMode();
var curtain = self.World.Actors.Where(a => a.Owner != null
&& a.traits.Contains<IronCurtain>()).FirstOrDefault();
if (curtain != null)
curtain.traits.Get<RenderBuilding>().PlayCustomAnim(curtain, "active");
Sound.Play("ironcur9.aud");
order.TargetActor.traits.Get<IronCurtainable>().Activate(order.TargetActor,
(int)((Info as IronCurtainPowerInfo).Duration * 25 * 60));
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)
{
var underCursor = world.FindUnitsAtMouse(mi.Location)
.Where(a => a.Owner != null
&& a.traits.Contains<IronCurtainable>()
&& a.traits.Contains<Selectable>()).FirstOrDefault();
if (underCursor != null)
yield return new Order("IronCurtain", underCursor.Owner.PlayerActor, underCursor);
}
yield break;
}
public void Tick(World world)
{
var hasStructure = world.Actors
.Any(a => a.Owner == world.LocalPlayer && a.traits.Contains<IronCurtain>());
if (!hasStructure)
Game.controller.CancelInputMode();
}
public void Render(World world) { }
public Cursor GetCursor(World world, int2 xy, MouseInput mi)
{
mi.Button = MouseButton.Left;
return OrderInner(world, xy, mi).Any()
? Cursor.Ability : Cursor.MoveBlocked;
}
}
}
// tag trait for the building
class IronCurtainInfo : StatelessTraitInfo<IronCurtain> { }
class IronCurtain { }
}

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@@ -0,0 +1,35 @@
using System.Linq;
using OpenRa.Effects;
using OpenRa.Traits;
using OpenRa.Mods.RA.Effects;
namespace OpenRa.Mods.RA
{
class IronCurtainableInfo : ITraitInfo
{
public object Create(Actor self) { return new IronCurtainable(); }
}
class IronCurtainable : IDamageModifier, ITick
{
[Sync]
int RemainingTicks = 0;
public void Tick(Actor self)
{
if (RemainingTicks > 0)
RemainingTicks--;
}
public float GetDamageModifier()
{
return (RemainingTicks > 0) ? 0.0f : 1.0f;
}
public void Activate(Actor self, int duration)
{
self.World.AddFrameEndTask(w => w.Add(new InvulnEffect(self)));
RemainingTicks = duration;
}
}
}

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@@ -53,9 +53,12 @@
<Compile Include="Activities\Steal.cs" />
<Compile Include="C4Demolition.cs" />
<Compile Include="Effects\CrateEffect.cs" />
<Compile Include="Effects\InvulnEffect.cs" />
<Compile Include="Effects\Parachute.cs" />
<Compile Include="EngineerCapture.cs" />
<Compile Include="InfiltrateForSonarPulse.cs" />
<Compile Include="IronCurtainable.cs" />
<Compile Include="IronCurtainPower.cs" />
<Compile Include="ParaDrop.cs" />
<Compile Include="ParatroopersPower.cs" />
<Compile Include="RequiresPower.cs" />