new trait Parachtuable that decides on the fate upon landing

This commit is contained in:
Matthias Mailänder
2014-06-21 17:33:14 +02:00
parent 1a0bb726e6
commit 2907273ef2
5 changed files with 73 additions and 0 deletions

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@@ -520,6 +520,7 @@
<Compile Include="Lint\CheckActors.cs" />
<Compile Include="Lint\CheckMapCordon.cs" />
<Compile Include="World\ResourceLayer.cs" />
<Compile Include="Parachutable.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">

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@@ -0,0 +1,66 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 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 OpenRA.Mods.RA.Effects;
using OpenRA.Mods.RA.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class ParachutableInfo : ITraitInfo
{
public readonly bool KilledOnImpassableTerrain = true;
public readonly string GroundImpactSound = "squishy2.aud";
public readonly string GroundCorpseSequence = "corpse";
public readonly string GroundCorpsePalette = "effect";
public readonly string WaterImpactSound = "splash9.aud";
public readonly string WaterCorpseSequence = "small_splash";
public readonly string WaterCorpsePalette = "effect";
public object Create(ActorInitializer init) { return new Parachutable(init, this); }
}
class Parachutable : INotifyParachuteLanded
{
readonly Actor self;
readonly ParachutableInfo info;
readonly IPositionable positionable;
public Parachutable(ActorInitializer init, ParachutableInfo info)
{
this.self = init.self;
this.info = info;
positionable = self.TraitOrDefault<IPositionable>();
}
public void OnLanded()
{
if (!info.KilledOnImpassableTerrain)
return;
if (positionable.CanEnterCell(self.Location))
return;
var terrain = self.World.Map.GetTerrainInfo(self.Location);
var sound = terrain.IsWater ? info.WaterImpactSound : info.GroundImpactSound;
Sound.Play(sound, self.CenterPosition);
var sequence = terrain.IsWater ? info.WaterCorpseSequence : info.GroundCorpseSequence;
var palette = terrain.IsWater ? info.WaterCorpsePalette : info.GroundCorpsePalette;
self.World.AddFrameEndTask(w => w.Add(new Explosion(w, self.OccupiesSpace.CenterPosition, sequence, palette)));
self.Kill(self);
}
}
}

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@@ -196,6 +196,7 @@
LuaScriptEvents:
ScriptTriggers:
DeathSounds:
Parachutable:
^Plane:
AppearsOnRadar:

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@@ -175,6 +175,7 @@
DeathSounds@ZAPPED:
DeathSound: Zapped
InfDeaths: 6
Parachutable:
^Ship:
AppearsOnRadar:

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@@ -72,6 +72,10 @@ explosion:
small_napalm: napalm1
Start: 0
Length: *
corpse: corpse1
Start: 0
Length: 6
Tick: 1600
pips:
groups: