Merge pull request #8765 from reaperrr/arty-expl

Improved Explodes trait and how artillery explodes
This commit is contained in:
Oliver Brakmann
2015-08-02 16:00:09 +02:00
5 changed files with 38 additions and 23 deletions

View File

@@ -14,14 +14,22 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("This actor explodes when killed.")]
public class ExplodesInfo : ITraitInfo
{
[WeaponReference]
[WeaponReference, Desc("Weapon to use for explosion if ammo/payload is loaded.")]
public readonly string Weapon = "UnitExplode";
[WeaponReference]
[WeaponReference, Desc("Weapon to use for explosion if no ammo/payload is loaded.")]
public readonly string EmptyWeapon = "UnitExplode";
[Desc("Chance that the explosion will use Weapon if the actor has ammo/payload.")]
public readonly int LoadedChance = 100;
[Desc("Chance that this actor will explode at all.")]
public readonly int Chance = 100;
[Desc("DeathType(s) to apply upon explosion.")]
public readonly string[] DeathType = null;
public object Create(ActorInitializer init) { return new Explodes(this); }
@@ -60,7 +68,8 @@ namespace OpenRA.Mods.Common.Traits
string ChooseWeaponForExplosion(Actor self)
{
var shouldExplode = self.TraitsImplementing<IExplodeModifier>().All(a => a.ShouldExplode(self));
return shouldExplode ? info.Weapon : info.EmptyWeapon;
var useFullExplosion = self.World.SharedRandom.Next(100) <= info.LoadedChance;
return (shouldExplode && useFullExplosion) ? info.Weapon : info.EmptyWeapon;
}
}
}