Files
OpenRA/OpenRa.Game/Traits/IronCurtainPower.cs

98 lines
2.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Orders;
namespace OpenRa.Traits
{
class IronCurtainPowerInfo : SupportPowerInfo
{
public readonly float Duration = 0f;
public override object Create(Actor self) { return new IronCurtainPower(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 (order.OrderString == "IronCurtain")
{
var curtain = self.World.Actors.Where(a => a.Owner == self.Owner
&& a.traits.Contains<IronCurtain>()).FirstOrDefault();
if (curtain != null)
curtain.traits.Get<RenderBuilding>().PlayCustomAnim(curtain, "active");
Sound.Play("ironcur9.aud");
order.TargetActor.traits.Get<IronCurtainable>().Activate(order.TargetActor,
(int)((Info as IronCurtainPowerInfo).Duration * 25 * 60));
Game.controller.CancelInputMode();
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 loc = mi.Location + Game.viewport.Location;
var underCursor = world.FindUnits(loc, loc)
.Where(a => a.Owner == world.LocalPlayer
&& 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.Actors
.Any(a => a.Owner == world.LocalPlayer && a.traits.Contains<IronCurtain>());
if (!hasStructure)
Game.controller.CancelInputMode();
}
public void Render(World world) { }
public Cursor GetCursor(World world, int2 xy, MouseInput mi)
{
mi.Button = MouseButton.Left;
return OrderInner(world, xy, mi).Any()
? Cursor.Ability : Cursor.MoveBlocked;
}
}
}
// tag trait for the building
class IronCurtainInfo : StatelessTraitInfo<IronCurtain> { }
class IronCurtain { }
}