142 lines
4.1 KiB
C#
Executable File
142 lines
4.1 KiB
C#
Executable File
#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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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. For more information,
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* see LICENSE.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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using TUtil = OpenRA.Traits.Util;
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namespace OpenRA.Mods.RA
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{
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class IronCurtainPowerInfo : SupportPowerInfo
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{
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public readonly int Duration = 10; // Seconds
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public readonly int Range = 1; // Range in cells
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public override object Create(ActorInitializer init) { return new IronCurtainPower(init.self, this); }
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}
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class IronCurtainPower : SupportPower, IResolveOrder
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{
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public IronCurtainPower(Actor self, IronCurtainPowerInfo info) : base(self, info) { }
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protected override void OnBeginCharging() { Sound.PlayToPlayer(Owner, "ironchg1.aud"); }
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protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, "ironrdy1.aud"); }
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protected override void OnActivate()
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{
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Self.World.OrderGenerator = new SelectTarget(this);
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Sound.Play("slcttgt1.aud");
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (!IsReady) return;
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if (order.OrderString == "IronCurtain")
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{
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var curtain = self.World.Queries
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.OwnedBy[self.Owner]
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.WithTrait<IronCurtain>()
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.Select(x => x.Actor).FirstOrDefault();
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if (curtain != null)
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curtain.Trait<RenderBuilding>().PlayCustomAnim(curtain, "active");
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Sound.Play("ironcur9.aud", Game.CellSize * order.TargetLocation);
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foreach (var target in UnitsInRange(order.TargetLocation))
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target.Trait<IronCurtainable>().Activate(target, (Info as IronCurtainPowerInfo).Duration * 25);
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FinishActivate();
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}
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}
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public IEnumerable<Actor> UnitsInRange(int2 xy)
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{
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int range = (Info as IronCurtainPowerInfo).Range;
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var uim = Self.World.WorldActor.Trait<UnitInfluence>();
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var tiles = Self.World.FindTilesInCircle(xy, range);
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var units = new List<Actor>();
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foreach (var t in tiles)
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units.AddRange(uim.GetUnitsAt(t));
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return units.Distinct().Where(a => a.HasTrait<IronCurtainable>());
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}
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class SelectTarget : IOrderGenerator
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{
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IronCurtainPower power;
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int range;
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Sprite tile;
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public SelectTarget(IronCurtainPower power)
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{
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this.power = power;
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this.range = (power.Info as IronCurtainPowerInfo).Range;
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tile = UiOverlay.SynthesizeTile(0x04);
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}
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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world.CancelInputMode();
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return OrderInner(world, xy, mi);
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}
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IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left && power.UnitsInRange(xy).Any() )
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{
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world.CancelInputMode();
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yield return new Order("IronCurtain", world.LocalPlayer.PlayerActor, false) { TargetLocation = xy };
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}
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}
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public void Tick(World world)
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{
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var hasStructure = world.Queries.OwnedBy[world.LocalPlayer]
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.WithTrait<IronCurtain>()
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.Any();
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if (!hasStructure)
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world.CancelInputMode();
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}
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public void RenderAfterWorld(WorldRenderer wr, World world)
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{
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var xy = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
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foreach (var unit in power.UnitsInRange(xy))
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wr.DrawSelectionBox(unit, Color.Red);
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}
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public void RenderBeforeWorld(WorldRenderer wr, World world)
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{
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var xy = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
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foreach (var t in world.FindTilesInCircle(xy, range))
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tile.DrawAt( wr, Game.CellSize * t, "terrain" );
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}
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public string GetCursor(World world, int2 xy, MouseInput mi)
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{
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return power.UnitsInRange(xy).Any() ? "ability" : "move-blocked";
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}
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}
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}
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// tag trait for the building
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class IronCurtainInfo : TraitInfo<IronCurtain> { }
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class IronCurtain { }
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}
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