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

94 lines
2.7 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.Linq;
using OpenRA.Mods.RA.Effects;
using OpenRA.Orders;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class NukePowerInfo : SupportPowerInfo
{
public override object Create(ActorInitializer init) { return new NukePower(init.self, this); }
}
class NukePower : SupportPower, IResolveOrder
{
public NukePower(Actor self, NukePowerInfo info) : base(self, info) { }
protected override void OnActivate()
{
Game.controller.orderGenerator =
new GenericSelectTargetWithBuilding<NukeSilo>(Owner.PlayerActor, "NuclearMissile", "nuke");
}
public void ResolveOrder(Actor self, Order order)
{
if (!IsAvailable) return;
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");
// Play to everyone but the current player
if (Owner != Owner.World.LocalPlayer)
Sound.Play(Info.LaunchSound);
silo.traits.Get<NukeSilo>().Attack(order.TargetLocation);
Game.controller.CancelInputMode();
FinishActivate();
}
}
}
// tag trait for the building
class NukeSiloInfo : ITraitInfo
{
public readonly string MissileWeapon = "";
public object Create(ActorInitializer init) { return new NukeSilo(init.self); }
}
class NukeSilo
{
Actor self;
public NukeSilo(Actor self)
{
this.self = self;
}
public void Attack(int2 targetLocation)
{
self.traits.Get<RenderBuilding>().PlayCustomAnim(self, "active");
self.World.AddFrameEndTask(w =>
{
//FIRE ZE MISSILES
w.Add(new NukeLaunch(self, self.Info.Traits.Get<NukeSiloInfo>().MissileWeapon, targetLocation));
});
}
}
}