Merge pull request #8765 from reaperrr/arty-expl
Improved Explodes trait and how artillery explodes
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@@ -14,14 +14,22 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("This actor explodes when killed.")]
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public class ExplodesInfo : ITraitInfo
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{
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[WeaponReference]
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[WeaponReference, Desc("Weapon to use for explosion if ammo/payload is loaded.")]
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public readonly string Weapon = "UnitExplode";
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[WeaponReference]
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[WeaponReference, Desc("Weapon to use for explosion if no ammo/payload is loaded.")]
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public readonly string EmptyWeapon = "UnitExplode";
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[Desc("Chance that the explosion will use Weapon if the actor has ammo/payload.")]
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public readonly int LoadedChance = 100;
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[Desc("Chance that this actor will explode at all.")]
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public readonly int Chance = 100;
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[Desc("DeathType(s) to apply upon explosion.")]
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public readonly string[] DeathType = null;
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public object Create(ActorInitializer init) { return new Explodes(this); }
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@@ -60,7 +68,8 @@ namespace OpenRA.Mods.Common.Traits
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string ChooseWeaponForExplosion(Actor self)
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{
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var shouldExplode = self.TraitsImplementing<IExplodeModifier>().All(a => a.ShouldExplode(self));
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return shouldExplode ? info.Weapon : info.EmptyWeapon;
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var useFullExplosion = self.World.SharedRandom.Next(100) <= info.LoadedChance;
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return (shouldExplode && useFullExplosion) ? info.Weapon : info.EmptyWeapon;
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}
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}
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}
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