#region Copyright & License Information /* * Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford. * This file is part of OpenRA. * * OpenRA is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * OpenRA is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenRA. If not, see . */ #endregion using System.Collections.Generic; using System.Linq; using OpenRA.Effects; 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.PlayToPlayer(Owner, "aprep1.aud"); } protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, "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.Queries.OwnedBy[self.Owner] .Where(a => a.traits.Contains()) .FirstOrDefault(); if (silo != null) silo.traits.Get().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, order.TargetLocation)); }); Game.controller.CancelInputMode(); FinishActivate(); } } class SelectTarget : IOrderGenerator { public SelectTarget() { } public IEnumerable Order(World world, int2 xy, MouseInput mi) { if (mi.Button == MouseButton.Right) Game.controller.CancelInputMode(); return OrderInner(world, xy, mi); } IEnumerable OrderInner(World world, int2 xy, MouseInput mi) { if (mi.Button == MouseButton.Left) yield return new Order("NuclearMissile", world.LocalPlayer.PlayerActor, xy); yield break; } public void Tick(World world) { var hasStructure = world.Queries.OwnedBy[world.LocalPlayer] .WithTrait() .Any(); if (!hasStructure) Game.controller.CancelInputMode(); } public void Render(World world) { } public string GetCursor(World world, int2 xy, MouseInput mi) { return "nuke"; } } } // tag trait for the building class NukeSiloInfo : StatelessTraitInfo { } class NukeSilo { } }