Files
OpenRA/OpenRA.Mods.Common/Traits/SupportPowers/NukePower.cs
2018-07-04 16:41:27 +02:00

162 lines
5.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you 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. For more
* information, see COPYING.
*/
#endregion
using System;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Effects;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
class NukePowerInfo : SupportPowerInfo, IRulesetLoaded, Requires<BodyOrientationInfo>
{
[WeaponReference, FieldLoader.Require]
[Desc("Weapon to use for the impact.",
"Also image to use for the missile.")]
public readonly string MissileWeapon = "";
[Desc("Delay (in ticks) after launch until the missile is spawned.")]
public readonly int MissileDelay = 0;
[Desc("Sprite sequence for the ascending missile.")]
[SequenceReference("MissileWeapon")] public readonly string MissileUp = "up";
[Desc("Sprite sequence for the descending missile.")]
[SequenceReference("MissileWeapon")] public readonly string MissileDown = "down";
[Desc("Offset from the actor the missile spawns on.")]
public readonly WVec SpawnOffset = WVec.Zero;
[Desc("Palette to use for the missile weapon image.")]
[PaletteReference("IsPlayerPalette")] public readonly string MissilePalette = "effect";
[Desc("Custom palette is a player palette BaseName.")]
public readonly bool IsPlayerPalette = false;
[Desc("Travel time - split equally between ascent and descent.")]
public readonly int FlightDelay = 400;
[Desc("Visual ascent velocity in WDist / tick.")]
public readonly WDist FlightVelocity = new WDist(512);
[Desc("Descend immediately on the target.")]
public readonly bool SkipAscent = false;
[Desc("Amount of time before detonation to remove the beacon.")]
public readonly int BeaconRemoveAdvance = 25;
[Desc("Range of cells the camera should reveal around target cell.")]
public readonly WDist CameraRange = WDist.Zero;
[Desc("Can the camera reveal shroud generated by the GeneratesShroud trait?")]
public readonly bool RevealGeneratedShroud = true;
[Desc("Reveal cells to players with these stances only.")]
public readonly Stance CameraStances = Stance.Ally;
[Desc("Amount of time before detonation to spawn the camera.")]
public readonly int CameraSpawnAdvance = 25;
[Desc("Amount of time after detonation to remove the camera.")]
public readonly int CameraRemoveDelay = 25;
[Desc("Corresponds to `Type` from `FlashPaletteEffect` on the world actor.")]
public readonly string FlashType = null;
public WeaponInfo WeaponInfo { get; private set; }
public override object Create(ActorInitializer init) { return new NukePower(init.Self, this); }
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
WeaponInfo weapon;
var weaponToLower = (MissileWeapon ?? string.Empty).ToLowerInvariant();
if (!rules.Weapons.TryGetValue(weaponToLower, out weapon))
throw new YamlException("Weapons Ruleset does not contain an entry '{0}'".F(weaponToLower));
WeaponInfo = weapon;
base.RulesetLoaded(rules, ai);
}
}
class NukePower : SupportPower
{
readonly NukePowerInfo info;
readonly BodyOrientation body;
public NukePower(Actor self, NukePowerInfo info)
: base(self, info)
{
body = self.Trait<BodyOrientation>();
this.info = info;
}
public override void Activate(Actor self, Order order, SupportPowerManager manager)
{
base.Activate(self, order, manager);
PlayLaunchSounds();
Activate(self, self.World.Map.CenterOfCell(order.TargetLocation));
}
public void Activate(Actor self, WPos targetPosition)
{
foreach (var launchpad in self.TraitsImplementing<INotifyNuke>())
launchpad.Launching(self);
var palette = info.IsPlayerPalette ? info.MissilePalette + self.Owner.InternalName : info.MissilePalette;
var missile = new NukeLaunch(self.Owner, info.MissileWeapon, info.WeaponInfo, palette, info.MissileUp, info.MissileDown,
self.CenterPosition + body.LocalToWorld(info.SpawnOffset),
targetPosition,
info.FlightVelocity, info.FlightDelay, info.SkipAscent,
info.FlashType);
self.World.AddFrameEndTask(w => w.Add(new DelayedAction(info.MissileDelay, () => self.World.Add(missile))));
if (info.CameraRange != WDist.Zero)
{
var type = info.RevealGeneratedShroud ? Shroud.SourceType.Visibility
: Shroud.SourceType.PassiveVisibility;
self.World.AddFrameEndTask(w => w.Add(new RevealShroudEffect(targetPosition, info.CameraRange, type, self.Owner, info.CameraStances,
info.FlightDelay - info.CameraSpawnAdvance, info.CameraSpawnAdvance + info.CameraRemoveDelay)));
}
if (Info.DisplayBeacon)
{
var beacon = new Beacon(
self.Owner,
targetPosition,
Info.BeaconPaletteIsPlayerPalette,
Info.BeaconPalette,
Info.BeaconImage,
Info.BeaconPoster,
Info.BeaconPosterPalette,
Info.ArrowSequence,
Info.CircleSequence,
Info.ClockSequence,
() => missile.FractionComplete,
Info.BeaconDelay,
info.FlightDelay - info.BeaconRemoveAdvance);
self.World.AddFrameEndTask(w =>
{
w.Add(beacon);
});
}
}
}
}