Files
OpenRA/OpenRA.Mods.Common/Traits/SupportPowers/NukePower.cs

137 lines
4.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.GameRules;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Effects;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
class NukePowerInfo : SupportPowerInfo, IRulesetLoaded, Requires<BodyOrientationInfo>
{
[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 WDist / tick")]
public readonly WDist FlightVelocity = new WDist(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 readonly string FlashType = null;
[SequenceReference]
[Desc("Sequence the launching actor should play when activating this power.")]
public readonly string ActivationSequence = "active";
public WeaponInfo WeaponInfo { get; private set; }
public override object Create(ActorInitializer init) { return new NukePower(init.Self, this); }
public void RulesetLoaded(Ruleset rules, ActorInfo ai) { WeaponInfo = rules.Weapons[MissileWeapon.ToLowerInvariant()]; }
}
class NukePower : SupportPower
{
readonly NukePowerInfo info;
readonly BodyOrientation body;
public NukePower(Actor self, NukePowerInfo info)
: base(self, info)
{
body = self.Trait<BodyOrientation>();
this.info = info;
}
public override void Activate(Actor self, Order order, SupportPowerManager manager)
{
base.Activate(self, order, manager);
if (self.Owner.IsAlliedWith(self.World.RenderPlayer))
Game.Sound.Play(Info.LaunchSound);
else
Game.Sound.Play(Info.IncomingSound);
if (!string.IsNullOrEmpty(info.ActivationSequence))
{
var wsb = self.Trait<WithSpriteBody>();
wsb.PlayCustomAnimation(self, info.ActivationSequence, () => wsb.CancelCustomAnimation(self));
}
var targetPosition = self.World.Map.CenterOfCell(order.TargetLocation);
var missile = new NukeLaunch(self.Owner, info.MissileWeapon, info.WeaponInfo,
self.CenterPosition + body.LocalToWorld(info.SpawnOffset),
targetPosition,
info.FlightVelocity, info.FlightDelay, info.SkipAscent,
info.FlashType);
self.World.AddFrameEndTask(w => w.Add(missile));
if (info.CameraActor != null)
{
var camera = self.World.CreateActor(false, info.CameraActor, new TypeDictionary
{
new LocationInit(order.TargetLocation),
new OwnerInit(self.Owner),
});
camera.QueueActivity(new Wait(info.CameraSpawnAdvance + info.CameraRemoveDelay));
camera.QueueActivity(new RemoveSelf());
Action addCamera = () => self.World.AddFrameEndTask(w => w.Add(camera));
self.World.AddFrameEndTask(w => w.Add(new DelayedAction(info.FlightDelay - info.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(info.FlightDelay - info.BeaconRemoveAdvance, removeBeacon));
});
}
}
}
}