Files
OpenRA/OpenRA.Mods.Common/Traits/SupportPowers/NukePower.cs
2020-11-14 11:04:41 +00:00

246 lines
8.2 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 System.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Effects;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class NukePowerInfo : SupportPowerInfo
{
[WeaponReference]
[FieldLoader.Require]
[Desc("Weapon to use for the impact.",
"Also image to use for the missile.")]
public readonly string MissileWeapon = "";
[Desc("Delay (in ticks) after launch until the missile is spawned.")]
public readonly int MissileDelay = 0;
[SequenceReference(nameof(MissileWeapon))]
[Desc("Sprite sequence for the ascending missile.")]
public readonly string MissileUp = "up";
[SequenceReference(nameof(MissileWeapon))]
[Desc("Sprite sequence for the descending missile.")]
public readonly string MissileDown = "down";
[Desc("Offset from the actor the missile spawns on.")]
public readonly WVec SpawnOffset = WVec.Zero;
[Desc("Altitude offset from the target position at which the warhead should detonate.")]
public readonly WDist DetonationAltitude = WDist.Zero;
[Desc("Should nuke missile projectile be removed on detonation above ground.",
"'False' will make the missile continue until it hits the ground and disappears (without triggering another explosion).")]
public readonly bool RemoveMissileOnDetonation = true;
[PaletteReference(nameof(IsPlayerPalette))]
[Desc("Palette to use for the missile weapon image.")]
public readonly string MissilePalette = "effect";
[Desc("Custom palette is a player palette BaseName.")]
public readonly bool IsPlayerPalette = false;
[Desc("Trail animation.")]
public readonly string TrailImage = null;
[SequenceReference(nameof(TrailImage), allowNullImage: true)]
[Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")]
public readonly string[] TrailSequences = { };
[Desc("Interval in ticks between each spawned Trail animation.")]
public readonly int TrailInterval = 1;
[Desc("Delay in ticks until trail animation is spawned.")]
public readonly int TrailDelay = 1;
[PaletteReference(nameof(TrailUsePlayerPalette))]
[Desc("Palette used to render the trail sequence.")]
public readonly string TrailPalette = "effect";
[Desc("Use the Player Palette to render the trail sequence.")]
public readonly bool TrailUsePlayerPalette = false;
[Desc("Travel time - split equally between ascent and descent.")]
public readonly int FlightDelay = 400;
[Desc("Visual ascent velocity in WDist / tick.")]
public readonly WDist FlightVelocity = new WDist(512);
[Desc("Descend immediately on the target.")]
public readonly bool SkipAscent = false;
[Desc("Amount of time before detonation to remove the beacon.")]
public readonly int BeaconRemoveAdvance = 25;
[Desc("Range of cells the camera should reveal around target cell.")]
public readonly WDist CameraRange = WDist.Zero;
[Desc("Can the camera reveal shroud generated by the GeneratesShroud trait?")]
public readonly bool RevealGeneratedShroud = true;
[Desc("Reveal cells to players with these stances only.")]
public readonly PlayerRelationship CameraStances = PlayerRelationship.Ally;
[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;
[Desc("Range circle color.")]
public readonly Color CircleColor = Color.FromArgb(128, Color.Red);
[Desc("Range circle width in pixel.")]
public readonly float CircleWidth = 1;
[Desc("Range circle border color.")]
public readonly Color CircleBorderColor = Color.FromArgb(64, Color.Red);
[Desc("Range circle border width in pixel.")]
public readonly float CircleBorderWidth = 3;
[Desc("Render circles based on these distance ranges while targeting.")]
public readonly WDist[] CircleRanges = null;
public WeaponInfo WeaponInfo { get; private set; }
public override object Create(ActorInitializer init) { return new NukePower(init.Self, this); }
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
if (!string.IsNullOrEmpty(TrailImage) && !TrailSequences.Any())
throw new YamlException("At least one entry in TrailSequences must be defined when TrailImage is defined.");
var weaponToLower = (MissileWeapon ?? string.Empty).ToLowerInvariant();
if (!rules.Weapons.TryGetValue(weaponToLower, out var weapon))
throw new YamlException("Weapons Ruleset does not contain an entry '{0}'".F(weaponToLower));
WeaponInfo = weapon;
base.RulesetLoaded(rules, ai);
}
}
class NukePower : SupportPower
{
readonly NukePowerInfo info;
BodyOrientation body;
public NukePower(Actor self, NukePowerInfo info)
: base(self, info)
{
this.info = info;
}
protected override void Created(Actor self)
{
body = self.TraitOrDefault<BodyOrientation>();
base.Created(self);
}
public override void Activate(Actor self, Order order, SupportPowerManager manager)
{
base.Activate(self, order, manager);
PlayLaunchSounds();
Activate(self, order.Target.CenterPosition);
}
public void Activate(Actor self, WPos targetPosition)
{
var palette = info.IsPlayerPalette ? info.MissilePalette + self.Owner.InternalName : info.MissilePalette;
var skipAscent = info.SkipAscent || body == null;
var launchPos = skipAscent ? WPos.Zero : self.CenterPosition + body.LocalToWorld(info.SpawnOffset);
var missile = new NukeLaunch(self.Owner, info.MissileWeapon, info.WeaponInfo, palette, info.MissileUp, info.MissileDown,
launchPos,
targetPosition, info.DetonationAltitude, info.RemoveMissileOnDetonation,
info.FlightVelocity, info.MissileDelay, info.FlightDelay, skipAscent,
info.TrailImage, info.TrailSequences, info.TrailPalette, info.TrailUsePlayerPalette, info.TrailDelay, info.TrailInterval);
self.World.AddFrameEndTask(w => w.Add(missile));
if (info.CameraRange != WDist.Zero)
{
var type = info.RevealGeneratedShroud ? Shroud.SourceType.Visibility
: Shroud.SourceType.PassiveVisibility;
self.World.AddFrameEndTask(w => w.Add(new RevealShroudEffect(targetPosition, info.CameraRange, type, self.Owner, info.CameraStances,
info.FlightDelay - info.CameraSpawnAdvance, info.CameraSpawnAdvance + info.CameraRemoveDelay)));
}
if (Info.DisplayBeacon)
{
var beacon = new Beacon(
self.Owner,
targetPosition,
Info.BeaconPaletteIsPlayerPalette,
Info.BeaconPalette,
Info.BeaconImage,
Info.BeaconPoster,
Info.BeaconPosterPalette,
Info.BeaconSequence,
Info.ArrowSequence,
Info.CircleSequence,
Info.ClockSequence,
() => missile.FractionComplete,
Info.BeaconDelay,
info.FlightDelay - info.BeaconRemoveAdvance);
self.World.AddFrameEndTask(w =>
{
w.Add(beacon);
});
}
}
public override void SelectTarget(Actor self, string order, SupportPowerManager manager)
{
self.World.OrderGenerator = new SelectNukePowerTarget(order, manager, info, MouseButton.Left);
}
}
public class SelectNukePowerTarget : SelectGenericPowerTarget
{
readonly NukePowerInfo info;
public SelectNukePowerTarget(string order, SupportPowerManager manager, NukePowerInfo info, MouseButton button)
: base(order, manager, info.Cursor, button)
{
this.info = info;
}
protected override IEnumerable<IRenderable> RenderAnnotations(WorldRenderer wr, World world)
{
if (info.CircleRanges == null)
yield break;
var centerPosition = wr.World.Map.CenterOfCell(wr.Viewport.ViewToWorld(Viewport.LastMousePos));
foreach (var range in info.CircleRanges)
yield return new RangeCircleAnnotationRenderable(
centerPosition,
range,
0,
info.CircleColor,
info.CircleWidth,
info.CircleBorderColor,
info.CircleBorderWidth);
}
}
}