Files
OpenRA/OpenRA.Mods.RA/SupportPowers/IronCurtainPower.cs
Deniz Ayıkol 943848e853 Fix support power selector revealing cloaked enemy units.
Delete unnecessary using line.

Fix spacing.
2014-07-26 18:38:25 +03:00

125 lines
4.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class IronCurtainPowerInfo : SupportPowerInfo
{
[Desc("Seconds")]
public readonly int Duration = 10;
[Desc("Cells")]
public readonly int Range = 1;
public readonly string IronCurtainSound = "ironcur9.aud";
public override object Create(ActorInitializer init) { return new IronCurtainPower(init.self, this); }
}
class IronCurtainPower : SupportPower
{
IronCurtainPowerInfo info;
public IronCurtainPower(Actor self, IronCurtainPowerInfo info) : base(self, info)
{
this.info = info;
}
public override IOrderGenerator OrderGenerator(string order, SupportPowerManager manager)
{
Sound.PlayToPlayer(manager.self.Owner, Info.SelectTargetSound);
return new SelectTarget(self.World, order, manager, this);
}
public override void Activate(Actor self, Order order, SupportPowerManager manager)
{
base.Activate(self, order, manager);
self.Trait<RenderBuilding>().PlayCustomAnim(self, "active");
Sound.Play(info.IronCurtainSound, self.World.Map.CenterOfCell(order.TargetLocation));
foreach (var target in UnitsInRange(order.TargetLocation)
.Where(a => a.Owner.Stances[self.Owner] == Stance.Ally))
target.Trait<IronCurtainable>().Activate(target, ((IronCurtainPowerInfo)Info).Duration * 25);
}
public IEnumerable<Actor> UnitsInRange(CPos xy)
{
var range = ((IronCurtainPowerInfo)Info).Range;
var tiles = self.World.Map.FindTilesInCircle(xy, range);
var units = new List<Actor>();
foreach (var t in tiles)
units.AddRange(self.World.ActorMap.GetUnitsAt(t));
return units.Distinct().Where(a => a.HasTrait<IronCurtainable>());
}
class SelectTarget : IOrderGenerator
{
readonly IronCurtainPower power;
readonly int range;
readonly Sprite tile;
readonly SupportPowerManager manager;
readonly string order;
public SelectTarget(World world, string order, SupportPowerManager manager, IronCurtainPower power)
{
this.manager = manager;
this.order = order;
this.power = power;
this.range = ((IronCurtainPowerInfo)power.Info).Range;
tile = world.Map.SequenceProvider.GetSequence("overlay", "target-select").GetSprite(0);
}
public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
{
world.CancelInputMode();
if (mi.Button == MouseButton.Left && power.UnitsInRange(xy).Any())
yield return new Order(order, manager.self, false) { TargetLocation = xy, SuppressVisualFeedback = true };
}
public void Tick(World world)
{
// Cancel the OG if we can't use the power
if (!manager.Powers.ContainsKey(order))
world.CancelInputMode();
}
public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world)
{
var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
var targetUnits = power.UnitsInRange(xy).Where(a => a.Owner.Stances[power.self.Owner] == Stance.Ally);
foreach (var unit in targetUnits)
yield return new SelectionBoxRenderable(unit, Color.Red);
}
public IEnumerable<IRenderable> Render(WorldRenderer wr, World world)
{
var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
var pal = wr.Palette("terrain");
foreach (var t in world.Map.FindTilesInCircle(xy, range))
yield return new SpriteRenderable(tile, wr.world.Map.CenterOfCell(t), WVec.Zero, -511, pal, 1f, true);
}
public string GetCursor(World world, CPos xy, MouseInput mi)
{
return power.UnitsInRange(xy).Any(a => a.Owner.Stances[power.self.Owner] == Stance.Ally) ? "ability" : "move-blocked";
}
}
}
}