Files
OpenRA/OpenRA.Mods.RA/SupportPowers/NukePower.cs
2014-07-22 16:43:39 +12:00

131 lines
3.7 KiB
C#
Executable File

#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;
using OpenRA.Effects;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Effects;
using OpenRA.Mods.RA.Render;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class NukePowerInfo : SupportPowerInfo, Requires<IBodyOrientationInfo>
{
[WeaponReference]
public readonly string MissileWeapon = "";
public readonly WVec SpawnOffset = WVec.Zero;
[Desc("Travel time - split equally between ascent and descent")]
public readonly int FlightDelay = 400;
[Desc("Visual ascent velocity in WRange / tick")]
public readonly WRange FlightVelocity = new WRange(512);
[Desc("Descend immediately on the target, with half the FlightDelay")]
public readonly bool SkipAscent = false;
[Desc("Amount of time before detonation to remove the beacon")]
public readonly int BeaconRemoveAdvance = 25;
[ActorReference]
[Desc("Actor to spawn before detonation")]
public readonly string CameraActor = null;
[Desc("Amount of time before detonation to spawn the camera")]
public readonly int CameraSpawnAdvance = 25;
[Desc("Amount of time after detonation to remove the camera")]
public readonly int CameraRemoveDelay = 25;
public override object Create(ActorInitializer init) { return new NukePower(init.self, this); }
}
class NukePower : SupportPower
{
IBodyOrientation body;
public NukePower(Actor self, NukePowerInfo info)
: base(self, info)
{
body = self.Trait<IBodyOrientation>();
}
public override IOrderGenerator OrderGenerator(string order, SupportPowerManager manager)
{
Sound.PlayToPlayer(manager.self.Owner, Info.SelectTargetSound);
return new SelectGenericPowerTarget(order, manager, "nuke", MouseButton.Left);
}
public override void Activate(Actor self, Order order, SupportPowerManager manager)
{
base.Activate(self, order, manager);
if (self.Owner.IsAlliedWith(self.World.RenderPlayer))
Sound.Play(Info.LaunchSound);
else
Sound.Play(Info.IncomingSound);
var npi = Info as NukePowerInfo;
var rb = self.Trait<RenderSimple>();
rb.PlayCustomAnim(self, "active");
var targetPosition = self.World.Map.CenterOfCell(order.TargetLocation);
var missile = new NukeLaunch(self.Owner, npi.MissileWeapon,
self.CenterPosition + body.LocalToWorld(npi.SpawnOffset),
targetPosition,
npi.FlightVelocity, npi.FlightDelay, npi.SkipAscent);
self.World.AddFrameEndTask(w => w.Add(missile));
if (npi.CameraActor != null)
{
var camera = self.World.CreateActor(false, npi.CameraActor, new TypeDictionary
{
new LocationInit(order.TargetLocation),
new OwnerInit(self.Owner),
});
camera.QueueActivity(new Wait(npi.CameraSpawnAdvance + npi.CameraRemoveDelay));
camera.QueueActivity(new RemoveSelf());
Action addCamera = () => self.World.AddFrameEndTask(w => w.Add(camera));
self.World.AddFrameEndTask(w => w.Add(new DelayedAction(npi.FlightDelay - npi.CameraSpawnAdvance, addCamera)));
}
if (Info.DisplayBeacon)
{
var beacon = new Beacon(
order.Player,
targetPosition,
Info.BeaconPalettePrefix,
Info.BeaconPoster,
Info.BeaconPosterPalette,
() => missile.FractionComplete
);
Action removeBeacon = () => self.World.AddFrameEndTask(w =>
{
w.Remove(beacon);
beacon = null;
});
self.World.AddFrameEndTask(w =>
{
w.Add(beacon);
w.Add(new DelayedAction(npi.FlightDelay - npi.BeaconRemoveAdvance, removeBeacon));
});
}
}
}
}