Reimplement Ion Cannon and cnc nuke. Disable ra shellmap nukes.

This commit is contained in:
Paul Chote
2010-12-05 14:19:31 +13:00
parent 76f792bfdf
commit e52771c367
5 changed files with 53 additions and 118 deletions

View File

@@ -18,72 +18,32 @@ namespace OpenRA.Mods.RA
{
class NukePowerInfo : SupportPowerInfo
{
[WeaponReference]
public readonly string MissileWeapon = "";
public readonly int2 SpawnOffset = int2.Zero;
public override object Create(ActorInitializer init) { return new NukePower(init.self, this); }
}
class NukePower : SupportPower
{
public NukePower(Actor self, NukePowerInfo info) : base(self, info) { }
/*
protected override void OnActivate()
public override IOrderGenerator OrderGenerator(string order, SupportPowerManager manager)
{
Self.World.OrderGenerator =
new GenericSelectTargetWithBuilding<NukeSilo>(Owner.PlayerActor, "NuclearMissile", "nuke");
}
public void ResolveOrder(Actor self, Order order)
{
if (!IsReady) return;
if (order.OrderString == "NuclearMissile")
{
var silo = self.World.Queries.OwnedBy[self.Owner]
.Where(a => a.HasTrait<NukeSilo>())
.FirstOrDefault();
if (silo != null)
silo.Trait<RenderBuilding>().PlayCustomAnim(silo, "active");
// Play to everyone but the current player
if (Owner != Owner.World.LocalPlayer)
Sound.Play(Info.LaunchSound);
silo.Trait<NukeSilo>().Attack(order.TargetLocation);
FinishActivate();
}
}
*/
}
// tag trait for the building
class NukeSiloInfo : ITraitInfo
{
[WeaponReference]
public readonly string MissileWeapon = "";
public readonly int2 SpawnOffset = int2.Zero;
public object Create(ActorInitializer init) { return new NukeSilo(init.self, this); }
}
class NukeSilo
{
Actor self;
NukeSiloInfo info;
public NukeSilo(Actor self, NukeSiloInfo info)
{
this.self = self;
this.info = info;
Sound.PlayToPlayer(manager.self.Owner, Info.SelectTargetSound);
return new SelectGenericPowerTarget(order, manager, "nuke", MouseButton.Left);
}
public void Attack(int2 targetLocation)
public override void Activate(Actor self, Order order)
{
self.Trait<RenderBuilding>().PlayCustomAnim(self, "active");
// Play to everyone but the current player
if (self.Owner != self.World.LocalPlayer)
Sound.Play(Info.LaunchSound);
self.Trait<RenderBuilding>().PlayCustomAnim(self, "active");
self.World.AddFrameEndTask(w =>
{
//FIRE ZE MISSILES
w.Add(new NukeLaunch(self, info.MissileWeapon, info.SpawnOffset, targetLocation));
w.Add(new NukeLaunch(self, (Info as NukePowerInfo).MissileWeapon, (Info as NukePowerInfo).SpawnOffset, order.TargetLocation));
});
}
}