106 lines
3.0 KiB
C#
106 lines
3.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.GameRules;
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using OpenRA.Mods.Cnc.Effects;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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sealed class IonCannonPowerInfo : SupportPowerInfo, IRulesetLoaded
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{
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[ActorReference]
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[Desc("Actor to spawn when the attack starts")]
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public readonly string CameraActor = null;
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[Desc("Number of ticks to keep the camera alive")]
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public readonly int CameraRemoveDelay = 25;
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[Desc("Effect sequence sprite image")]
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public readonly string Effect = "ionsfx";
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[SequenceReference(nameof(Effect))]
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[Desc("Effect sequence to display")]
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public readonly string EffectSequence = "idle";
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[PaletteReference]
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public readonly string EffectPalette = "effect";
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[WeaponReference]
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[Desc("Which weapon to fire")]
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public readonly string Weapon = "IonCannon";
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public WeaponInfo WeaponInfo { get; private set; }
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[Desc("Apply the weapon impact this many ticks into the effect")]
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public readonly int WeaponDelay = 7;
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[Desc("Sound to instantly play at the targeted area.")]
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public readonly string OnFireSound = null;
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public override object Create(ActorInitializer init) { return new IonCannonPower(init.Self, this); }
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public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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var weaponToLower = (Weapon ?? string.Empty).ToLowerInvariant();
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if (!rules.Weapons.TryGetValue(weaponToLower, out var weapon))
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throw new YamlException($"Weapons Ruleset does not contain an entry '{weaponToLower}'");
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WeaponInfo = weapon;
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base.RulesetLoaded(rules, ai);
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}
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}
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sealed class IonCannonPower : SupportPower
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{
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readonly IonCannonPowerInfo info;
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public IonCannonPower(Actor self, IonCannonPowerInfo info)
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: base(self, info)
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{
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this.info = info;
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}
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public override void Activate(Actor self, Order order, SupportPowerManager manager)
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{
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base.Activate(self, order, manager);
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Activate(self, order.Target);
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}
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public void Activate(Actor self, Target target)
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{
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self.World.AddFrameEndTask(w =>
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{
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PlayLaunchSounds();
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Game.Sound.Play(SoundType.World, info.OnFireSound, target.CenterPosition);
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w.Add(new IonCannon(self.Owner, info.WeaponInfo, w, self.CenterPosition, target,
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info.Effect, info.EffectSequence, info.EffectPalette, info.WeaponDelay));
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if (info.CameraActor == null)
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return;
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var camera = w.CreateActor(info.CameraActor, new TypeDictionary
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{
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new LocationInit(self.World.Map.CellContaining(target.CenterPosition)),
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new OwnerInit(self.Owner),
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});
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camera.QueueActivity(new Wait(info.CameraRemoveDelay));
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camera.QueueActivity(new RemoveSelf());
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});
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}
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}
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}
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