using System; using System.Collections.Generic; using System.Linq; using OpenRa.Orders; 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.Actors.Where(a => a.Owner == self.Owner && 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)); }); 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.Actors .Any(a => a.Owner == world.LocalPlayer && a.traits.Contains()); if (!hasStructure) Game.controller.CancelInputMode(); } public void Render(World world) { } public Cursor GetCursor(World world, int2 xy, MouseInput mi) { return Cursor.Nuke; } } } // tag trait for the building class NukeSiloInfo : StatelessTraitInfo { } class NukeSilo { } }