Files
OpenRA/OpenRA.Mods.Cnc/Traits/SupportPowers/IonCannonPower.cs
2020-08-19 18:11:07 +01:00

106 lines
3.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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 OpenRA.GameRules;
using OpenRA.Mods.Cnc.Effects;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
class IonCannonPowerInfo : SupportPowerInfo, IRulesetLoaded
{
[ActorReference]
[Desc("Actor to spawn when the attack starts")]
public readonly string CameraActor = null;
[Desc("Number of ticks to keep the camera alive")]
public readonly int CameraRemoveDelay = 25;
[Desc("Effect sequence sprite image")]
public readonly string Effect = "ionsfx";
[SequenceReference("Effect")]
[Desc("Effect sequence to display")]
public readonly string EffectSequence = "idle";
[PaletteReference]
public readonly string EffectPalette = "effect";
[WeaponReference]
[Desc("Which weapon to fire")]
public readonly string Weapon = "IonCannon";
public WeaponInfo WeaponInfo { get; private set; }
[Desc("Apply the weapon impact this many ticks into the effect")]
public readonly int WeaponDelay = 7;
[Desc("Sound to instantly play at the targeted area.")]
public readonly string OnFireSound = null;
public override object Create(ActorInitializer init) { return new IonCannonPower(init.Self, this); }
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
var weaponToLower = (Weapon ?? string.Empty).ToLowerInvariant();
if (!rules.Weapons.TryGetValue(weaponToLower, out var weapon))
throw new YamlException("Weapons Ruleset does not contain an entry '{0}'".F(weaponToLower));
WeaponInfo = weapon;
base.RulesetLoaded(rules, ai);
}
}
class IonCannonPower : SupportPower
{
readonly IonCannonPowerInfo info;
public IonCannonPower(Actor self, IonCannonPowerInfo info)
: base(self, info)
{
this.info = info;
}
public override void Activate(Actor self, Order order, SupportPowerManager manager)
{
base.Activate(self, order, manager);
Activate(self, order.Target);
}
public void Activate(Actor self, Target target)
{
self.World.AddFrameEndTask(w =>
{
PlayLaunchSounds();
Game.Sound.Play(SoundType.World, info.OnFireSound, target.CenterPosition);
w.Add(new IonCannon(self.Owner, info.WeaponInfo, w, self.CenterPosition, target,
info.Effect, info.EffectSequence, info.EffectPalette, info.WeaponDelay));
if (info.CameraActor == null)
return;
var camera = w.CreateActor(info.CameraActor, new TypeDictionary
{
new LocationInit(self.World.Map.CellContaining(target.CenterPosition)),
new OwnerInit(self.Owner),
});
camera.QueueActivity(new Wait(info.CameraRemoveDelay));
camera.QueueActivity(new RemoveSelf());
});
}
}
}