Allow to customize which terrain types are considered water by Parachutable

This commit is contained in:
reaperrr
2016-07-10 22:29:06 +02:00
parent 3e217c2192
commit 1e43554559

View File

@@ -9,6 +9,7 @@
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Effects;
using OpenRA.Traits;
@@ -32,6 +33,9 @@ namespace OpenRA.Mods.Common.Traits
[SequenceReference("Image")] public readonly string WaterCorpseSequence = null;
[PaletteReference] public readonly string WaterCorpsePalette = "effect";
[Desc("Terrain types on which to display WaterCorpseSequence.")]
public readonly HashSet<string> WaterTerrainTypes = new HashSet<string> { "Water" };
public readonly int FallRate = 13;
[UpgradeGrantedReference]
@@ -59,19 +63,23 @@ namespace OpenRA.Mods.Common.Traits
if (!info.KilledOnImpassableTerrain)
return;
if (positionable.CanEnterCell(self.Location, self))
var cell = self.Location;
if (self.World.Map.Contains(cell))
return;
if (ignore != null && self.World.ActorMap.GetActorsAt(self.Location).Any(a => a != ignore))
if (positionable.CanEnterCell(cell, self))
return;
var terrain = self.World.Map.GetTerrainInfo(self.Location);
if (ignore != null && self.World.ActorMap.GetActorsAt(cell).Any(a => a != ignore))
return;
var sound = terrain.IsWater ? info.WaterImpactSound : info.GroundImpactSound;
var onWater = info.WaterTerrainTypes.Contains(self.World.Map.GetTerrainInfo(cell).Type);
var sound = onWater ? info.WaterImpactSound : info.GroundImpactSound;
Game.Sound.Play(sound, self.CenterPosition);
var sequence = terrain.IsWater ? info.WaterCorpseSequence : info.GroundCorpseSequence;
var palette = terrain.IsWater ? info.WaterCorpsePalette : info.GroundCorpsePalette;
var sequence = onWater ? info.WaterCorpseSequence : info.GroundCorpseSequence;
var palette = onWater ? info.WaterCorpsePalette : info.GroundCorpsePalette;
if (sequence != null && palette != null)
self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(self.OccupiesSpace.CenterPosition, w, info.Image, sequence, palette)));