Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
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OpenRA.Mods.Common/Traits/SupportPowers/NukePower.cs
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OpenRA.Mods.Common/Traits/SupportPowers/NukePower.cs
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#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 System.Collections.Generic;
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using System.Collections.Immutable;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class NukePowerInfo : SupportPowerInfo
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{
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[WeaponReference]
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[FieldLoader.Require]
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[Desc("Weapon to use for the impact.")]
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public readonly string MissileWeapon = "";
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[Desc("Delay (in ticks) after launch until the missile is spawned.")]
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public readonly int MissileDelay = 0;
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[Desc("Image to use for the missile.")]
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public readonly string MissileImage = null;
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[SequenceReference(nameof(MissileImage))]
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[Desc("Sprite sequence for the ascending missile.")]
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public readonly string MissileUp = "up";
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[SequenceReference(nameof(MissileImage))]
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[Desc("Sprite sequence for the descending missile.")]
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public readonly string MissileDown = "down";
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[Desc("Offset from the actor the missile spawns on.")]
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public readonly WVec SpawnOffset = WVec.Zero;
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[Desc("Altitude offset from the target position at which the warhead should detonate.")]
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public readonly WDist DetonationAltitude = WDist.Zero;
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[Desc("Should nuke missile projectile be removed on detonation above ground.",
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"'False' will make the missile continue until it hits the ground and disappears (without triggering another explosion).")]
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public readonly bool RemoveMissileOnDetonation = true;
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[PaletteReference(nameof(IsPlayerPalette))]
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[Desc("Palette to use for the missile weapon image.")]
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public readonly string MissilePalette = "effect";
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[Desc("Custom palette is a player palette BaseName.")]
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public readonly bool IsPlayerPalette = false;
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[Desc("Trail animation.")]
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public readonly string TrailImage = null;
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[SequenceReference(nameof(TrailImage), allowNullImage: true)]
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[Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")]
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public readonly ImmutableArray<string> TrailSequences = [];
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[Desc("Interval in ticks between each spawned Trail animation.")]
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public readonly int TrailInterval = 1;
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[Desc("Delay in ticks until trail animation is spawned.")]
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public readonly int TrailDelay = 1;
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[PaletteReference(nameof(TrailUsePlayerPalette))]
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[Desc("Palette used to render the trail sequence.")]
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public readonly string TrailPalette = "effect";
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[Desc("Use the Player Palette to render the trail sequence.")]
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public readonly bool TrailUsePlayerPalette = false;
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[Desc("Travel time - split equally between ascent and descent.")]
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public readonly int FlightDelay = 400;
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[Desc("Visual ascent velocity in WDist / tick.")]
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public readonly WDist FlightVelocity = new(512);
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[Desc("Descend immediately on the target.")]
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public readonly bool SkipAscent = false;
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[Desc("Amount of time before detonation to remove the beacon.")]
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public readonly int BeaconRemoveAdvance = 25;
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[Desc("Range of cells the camera should reveal around target cell.")]
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public readonly WDist CameraRange = WDist.Zero;
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[Desc("Can the camera reveal shroud generated by the `" + nameof(CreatesShroud) + "` trait?")]
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public readonly bool RevealGeneratedShroud = true;
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[Desc("Reveal cells to players with these relationships only.")]
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public readonly PlayerRelationship CameraRelationships = PlayerRelationship.Ally;
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[Desc("Amount of time before detonation to spawn the camera.")]
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public readonly int CameraSpawnAdvance = 25;
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[Desc("Amount of time after detonation to remove the camera.")]
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public readonly int CameraRemoveDelay = 25;
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[Desc("Range circle color.")]
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public readonly Color CircleColor = Color.FromArgb(128, Color.Red);
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[Desc("Range circle width in pixel.")]
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public readonly float CircleWidth = 1;
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[Desc("Range circle border color.")]
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public readonly Color CircleBorderColor = Color.FromArgb(64, Color.Red);
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[Desc("Range circle border width in pixel.")]
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public readonly float CircleBorderWidth = 3;
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[Desc("Render circles based on these distance ranges while targeting.")]
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public readonly ImmutableArray<WDist> CircleRanges = default;
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public WeaponInfo WeaponInfo { get; private set; }
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public override object Create(ActorInitializer init) { return new NukePower(init.Self, this); }
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public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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if (!string.IsNullOrEmpty(TrailImage) && TrailSequences.Length == 0)
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throw new YamlException("At least one entry in TrailSequences must be defined when TrailImage is defined.");
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var weaponToLower = (MissileWeapon ?? 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 NukePower : SupportPower
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{
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readonly NukePowerInfo info;
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BodyOrientation body;
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public NukePower(Actor self, NukePowerInfo 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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protected override void Created(Actor self)
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{
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body = self.TraitOrDefault<BodyOrientation>();
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base.Created(self);
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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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PlayLaunchSounds();
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Activate(self, order.Target.CenterPosition);
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}
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public void Activate(Actor self, WPos targetPosition)
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{
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var palette = info.IsPlayerPalette ? info.MissilePalette + self.Owner.InternalName : info.MissilePalette;
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var skipAscent = info.SkipAscent || body == null;
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var launchPos = skipAscent ? WPos.Zero : self.CenterPosition + body.LocalToWorld(info.SpawnOffset);
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var missile = new NukeLaunch(self.Owner, info.MissileImage, info.WeaponInfo, palette, info.MissileUp, info.MissileDown,
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launchPos,
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targetPosition, info.DetonationAltitude, info.RemoveMissileOnDetonation,
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info.FlightVelocity, info.MissileDelay, info.FlightDelay, skipAscent,
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info.TrailImage, info.TrailSequences, info.TrailPalette, info.TrailUsePlayerPalette, info.TrailDelay, info.TrailInterval);
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self.World.AddFrameEndTask(w => w.Add(missile));
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if (info.CameraRange != WDist.Zero)
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{
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var type = info.RevealGeneratedShroud ? Shroud.SourceType.Visibility
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: Shroud.SourceType.PassiveVisibility;
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self.World.AddFrameEndTask(w => w.Add(new RevealShroudEffect(targetPosition, info.CameraRange, type, self.Owner, info.CameraRelationships,
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info.FlightDelay - info.CameraSpawnAdvance, info.CameraSpawnAdvance + info.CameraRemoveDelay)));
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}
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if (Info.DisplayBeacon)
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{
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var beacon = new Beacon(
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self.Owner,
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targetPosition,
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Info.BeaconPaletteIsPlayerPalette,
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Info.BeaconPalette,
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Info.BeaconImage,
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Info.BeaconPoster,
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Info.BeaconPosterPalette,
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Info.BeaconSequence,
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Info.ArrowSequence,
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Info.CircleSequence,
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Info.ClockSequence,
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() => missile.FractionComplete,
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Info.BeaconDelay,
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info.FlightDelay - info.BeaconRemoveAdvance);
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self.World.AddFrameEndTask(w => w.Add(beacon));
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}
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}
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public override void SelectTarget(Actor self, string order, SupportPowerManager manager)
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{
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self.World.OrderGenerator = new SelectNukePowerTarget(order, manager, info);
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}
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}
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public class SelectNukePowerTarget : SelectGenericPowerTarget
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{
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readonly NukePowerInfo info;
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public SelectNukePowerTarget(string order, SupportPowerManager manager, NukePowerInfo info)
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: base(order, manager, info)
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{
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this.info = info;
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}
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protected override IEnumerable<IRenderable> RenderAnnotations(WorldRenderer wr, World world)
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{
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if (info.CircleRanges == null)
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yield break;
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var centerPosition = wr.World.Map.CenterOfCell(wr.Viewport.ViewToWorld(Viewport.LastMousePos));
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foreach (var range in info.CircleRanges)
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yield return new RangeCircleAnnotationRenderable(
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centerPosition,
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range,
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0,
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info.CircleColor,
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info.CircleWidth,
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info.CircleBorderColor,
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info.CircleBorderWidth);
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}
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}
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}
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