#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.Linq; using OpenRA.Mods.RA.Effects; using OpenRA.Orders; using OpenRA.Traits; namespace OpenRA.Mods.RA { class NukePowerInfo : SupportPowerInfo { public override object Create(ActorInitializer init) { return new NukePower(init.self, this); } } class NukePower : SupportPower, IResolveOrder { public NukePower(Actor self, NukePowerInfo info) : base(self, info) { } protected override void OnActivate() { Game.controller.orderGenerator = new GenericSelectTargetWithBuilding(Owner.PlayerActor, "NuclearMissile", "nuke"); } public void ResolveOrder(Actor self, Order order) { if (!IsAvailable) return; 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"); // Play to everyone but the current player if (Owner != Owner.World.LocalPlayer) Sound.Play(Info.LaunchSound); silo.traits.Get().Attack(order.TargetLocation); Game.controller.CancelInputMode(); FinishActivate(); } } } // tag trait for the building class NukeSiloInfo : ITraitInfo { public readonly string MissileWeapon = ""; public object Create(ActorInitializer init) { return new NukeSilo(init.self); } } class NukeSilo { Actor self; public NukeSilo(Actor self) { this.self = self; } public void Attack(int2 targetLocation) { self.traits.Get().PlayCustomAnim(self, "active"); self.World.AddFrameEndTask(w => { //FIRE ZE MISSILES w.Add(new NukeLaunch(self, self.Info.Traits.Get().MissileWeapon, targetLocation)); }); } } }