Files
OpenRA/OpenRA.Game/Traits/SupportPowers/NukePower.cs

108 lines
3.2 KiB
C#

#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 <http://www.gnu.org/licenses/>.
*/
#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<NukeSilo>())
.FirstOrDefault();
if (silo != null)
silo.traits.Get<RenderBuilding>().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> Order(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Right)
Game.controller.CancelInputMode();
return OrderInner(world, xy, mi);
}
IEnumerable<Order> 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<NukeSilo>()
.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<NukeSilo> { }
class NukeSilo { }
}