Files
OpenRA/OpenRA.Mods.RA/IronCurtainPower.cs
2010-06-19 14:28:30 +12:00

122 lines
3.7 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.Traits;
namespace OpenRA.Mods.RA
{
class IronCurtainPowerInfo : SupportPowerInfo
{
public readonly float Duration = 0f;
public override object Create(ActorInitializer init) { return new IronCurtainPower(init.self, this); }
}
class IronCurtainPower : SupportPower, IResolveOrder
{
public IronCurtainPower(Actor self, IronCurtainPowerInfo info) : base(self, info) { }
protected override void OnBeginCharging() { Sound.PlayToPlayer(Owner, "ironchg1.aud"); }
protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, "ironrdy1.aud"); }
protected override void OnActivate()
{
Game.controller.orderGenerator = new SelectTarget();
Sound.Play("slcttgt1.aud");
}
public void ResolveOrder(Actor self, Order order)
{
if (!IsAvailable) return;
if (order.OrderString == "IronCurtain")
{
if (self.Owner == self.World.LocalPlayer)
Game.controller.CancelInputMode();
var curtain = self.World.Queries.WithTrait<IronCurtain>()
.Where(a => a.Actor.Owner != null)
.FirstOrDefault().Actor;
if (curtain != null)
curtain.traits.Get<RenderBuilding>().PlayCustomAnim(curtain, "active");
Sound.Play("ironcur9.aud", order.TargetActor.CenterLocation);
order.TargetActor.traits.Get<IronCurtainable>().Activate(order.TargetActor,
(int)((Info as IronCurtainPowerInfo).Duration * 25 * 60));
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)
{
var underCursor = world.FindUnitsAtMouse(mi.Location)
.Where(a => a.Owner != null
&& a.traits.Contains<IronCurtainable>()
&& a.traits.Contains<Selectable>()).FirstOrDefault();
if (underCursor != null)
yield return new Order("IronCurtain", underCursor.Owner.PlayerActor, underCursor);
}
yield break;
}
public void Tick(World world)
{
var hasStructure = world.Queries.OwnedBy[world.LocalPlayer]
.WithTrait<IronCurtain>()
.Any();
if (!hasStructure)
Game.controller.CancelInputMode();
}
public void Render(World world) { }
public string GetCursor(World world, int2 xy, MouseInput mi)
{
mi.Button = MouseButton.Left;
return OrderInner(world, xy, mi).Any()
? "ability" : "move-blocked";
}
}
}
// tag trait for the building
class IronCurtainInfo : TraitInfo<IronCurtain> { }
class IronCurtain { }
}