Files
OpenRA/OpenRA.Mods.Common/Traits/SupportPowers/SupportPower.cs
2020-04-30 01:37:05 -05:00

196 lines
6.4 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.Traits;
namespace OpenRA.Mods.Common.Traits
{
public abstract class SupportPowerInfo : PausableConditionalTraitInfo
{
[Desc("Measured in ticks.")]
public readonly int ChargeInterval = 0;
public readonly string IconImage = "icon";
[SequenceReference("IconImage")]
[Desc("Icon sprite displayed in the support power palette.")]
public readonly string Icon = null;
[PaletteReference]
[Desc("Palette used for the icon.")]
public readonly string IconPalette = "chrome";
public readonly string Description = "";
public readonly string LongDesc = "";
[Desc("Allow multiple instances of the same support power.")]
public readonly bool AllowMultiple = false;
[Desc("Allow this to be used only once.")]
public readonly bool OneShot = false;
[Desc("Cursor to display for using this support power.")]
public readonly string Cursor = "ability";
[Desc("If set to true, the support power will be fully charged when it becomes available. " +
"Normal rules apply for subsequent charges.")]
public readonly bool StartFullyCharged = false;
public readonly string[] Prerequisites = { };
public readonly string BeginChargeSound = null;
[NotificationReference("Speech")]
public readonly string BeginChargeSpeechNotification = null;
public readonly string EndChargeSound = null;
[NotificationReference("Speech")]
public readonly string EndChargeSpeechNotification = null;
public readonly string SelectTargetSound = null;
[NotificationReference("Speech")]
public readonly string SelectTargetSpeechNotification = null;
public readonly string InsufficientPowerSound = null;
[NotificationReference("Speech")]
public readonly string InsufficientPowerSpeechNotification = null;
public readonly string LaunchSound = null;
[NotificationReference("Speech")]
public readonly string LaunchSpeechNotification = null;
public readonly string IncomingSound = null;
[NotificationReference("Speech")]
public readonly string IncomingSpeechNotification = null;
[Desc("Defines to which players the timer is shown.")]
public readonly Stance DisplayTimerStances = Stance.None;
[Desc("Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers")]
public readonly bool DisplayBeacon = false;
public readonly bool BeaconPaletteIsPlayerPalette = true;
[PaletteReference("BeaconPaletteIsPlayerPalette")]
public readonly string BeaconPalette = "player";
public readonly string BeaconImage = "beacon";
[SequenceReference("BeaconImage")]
public readonly string BeaconPoster = null;
[PaletteReference]
public readonly string BeaconPosterPalette = "chrome";
[SequenceReference("BeaconImage")]
public readonly string ClockSequence = null;
[SequenceReference("BeaconImage")]
public readonly string BeaconSequence = null;
[SequenceReference("BeaconImage")]
public readonly string ArrowSequence = null;
[SequenceReference("BeaconImage")]
public readonly string CircleSequence = null;
[Desc("Delay after launch, measured in ticks.")]
public readonly int BeaconDelay = 0;
public readonly bool DisplayRadarPing = false;
[Desc("Measured in ticks.")]
public readonly int RadarPingDuration = 5 * 25;
public readonly string OrderName;
[Desc("Sort order for the support power palette. Smaller numbers are presented earlier.")]
public readonly int SupportPowerPaletteOrder = 9999;
public SupportPowerInfo() { OrderName = GetType().Name + "Order"; }
}
public class SupportPower : PausableConditionalTrait<SupportPowerInfo>
{
public readonly Actor Self;
readonly SupportPowerInfo info;
protected RadarPing ping;
public SupportPower(Actor self, SupportPowerInfo info)
: base(info)
{
Self = self;
this.info = info;
}
public virtual SupportPowerInstance CreateInstance(string key, SupportPowerManager manager)
{
return new SupportPowerInstance(key, info, manager);
}
public virtual void Charging(Actor self, string key)
{
Game.Sound.PlayToPlayer(SoundType.UI, self.Owner, Info.BeginChargeSound);
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech",
Info.BeginChargeSpeechNotification, self.Owner.Faction.InternalName);
}
public virtual void Charged(Actor self, string key)
{
Game.Sound.PlayToPlayer(SoundType.UI, self.Owner, Info.EndChargeSound);
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech",
Info.EndChargeSpeechNotification, self.Owner.Faction.InternalName);
foreach (var notify in self.TraitsImplementing<INotifySupportPower>())
notify.Charged(self);
}
public virtual void SelectTarget(Actor self, string order, SupportPowerManager manager)
{
Game.Sound.PlayToPlayer(SoundType.UI, manager.Self.Owner, Info.SelectTargetSound);
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech",
Info.SelectTargetSpeechNotification, self.Owner.Faction.InternalName);
self.World.OrderGenerator = new SelectGenericPowerTarget(order, manager, info.Cursor, MouseButton.Left);
}
public virtual void Activate(Actor self, Order order, SupportPowerManager manager)
{
if (Info.DisplayRadarPing && manager.RadarPings != null)
{
ping = manager.RadarPings.Value.Add(
() => order.Player.IsAlliedWith(self.World.RenderPlayer),
order.Target.CenterPosition,
order.Player.Color,
Info.RadarPingDuration);
}
foreach (var notify in self.TraitsImplementing<INotifySupportPower>())
notify.Activated(self);
}
public virtual void PlayLaunchSounds()
{
var renderPlayer = Self.World.RenderPlayer;
var isAllied = Self.Owner.IsAlliedWith(renderPlayer);
Game.Sound.Play(SoundType.UI, isAllied ? Info.LaunchSound : Info.IncomingSound);
// IsAlliedWith returns true if renderPlayer is null, so we are safe here.
var toPlayer = isAllied ? renderPlayer ?? Self.Owner : renderPlayer;
var speech = isAllied ? Info.LaunchSpeechNotification : Info.IncomingSpeechNotification;
Game.Sound.PlayNotification(Self.World.Map.Rules, toPlayer, "Speech", speech, toPlayer.Faction.InternalName);
}
}
}