Remove DamageWarhead.DeathType in favor of DamageWarhead.DamageTypes

This commit is contained in:
penev92
2015-04-30 13:43:27 +03:00
parent c76fb51b14
commit 32bb70abca
6 changed files with 57 additions and 31 deletions

View File

@@ -8,10 +8,7 @@
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Traits;
namespace OpenRA.GameRules
@@ -24,9 +21,6 @@ namespace OpenRA.GameRules
[Desc("Types of damage that this warhead causes. Leave empty for no damage.")]
public readonly string[] DamageTypes = new string[0];
[Desc("Infantry death animation to use.")]
public readonly string DeathType = "1";
[FieldLoader.LoadUsing("LoadVersus")]
[Desc("Damage percentage versus each armortype. 0% = can't target.")]
public readonly Dictionary<string, int> Versus;

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@@ -19,36 +19,36 @@ namespace OpenRA.Mods.Cnc.Traits
[ActorReference] public readonly string ViceroidActor = "vice";
public readonly int Probability = 10;
public readonly string Owner = "Creeps";
public readonly string DeathType = "6";
public readonly string DeathType = "TiberiumDeath";
public object Create(ActorInitializer init) { return new SpawnViceroid(this); }
}
class SpawnViceroid : INotifyKilled
{
readonly SpawnViceroidInfo spawnViceroidInfo;
readonly SpawnViceroidInfo info;
public SpawnViceroid(SpawnViceroidInfo info) { spawnViceroidInfo = info; }
public SpawnViceroid(SpawnViceroidInfo info) { this.info = info; }
public void Killed(Actor self, AttackInfo e)
{
if (!self.World.LobbyInfo.GlobalSettings.Creeps) return;
if (e.Warhead == null || e.Warhead.DeathType != spawnViceroidInfo.DeathType) return;
if (self.World.SharedRandom.Next(100) > spawnViceroidInfo.Probability) return;
if (e.Warhead == null || !e.Warhead.DamageTypes.Contains(info.DeathType)) return;
if (self.World.SharedRandom.Next(100) > info.Probability) return;
self.World.AddFrameEndTask(w =>
{
var td = new TypeDictionary
{
new LocationInit(self.Location),
new OwnerInit(self.World.Players.First(p => p.InternalName == spawnViceroidInfo.Owner))
new OwnerInit(self.World.Players.First(p => p.InternalName == info.Owner))
};
var facing = self.TraitOrDefault<IFacing>();
if (facing != null)
td.Add(new FacingInit(facing.Facing));
w.CreateActor(spawnViceroidInfo.ViceroidActor, td);
w.CreateActor(info.ViceroidActor, td);
});
}
}

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@@ -9,7 +9,6 @@
#endregion
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
@@ -29,37 +28,37 @@ namespace OpenRA.Mods.Common.Traits
public class Explodes : INotifyKilled
{
readonly ExplodesInfo explodesInfo;
readonly ExplodesInfo info;
public Explodes(ExplodesInfo info) { explodesInfo = info; }
public Explodes(ExplodesInfo info) { this.info = info; }
public void Killed(Actor self, AttackInfo e)
{
if (!self.IsInWorld)
return;
if (self.World.SharedRandom.Next(100) > explodesInfo.Chance)
if (self.World.SharedRandom.Next(100) > info.Chance)
return;
if (explodesInfo.DeathType != null && e.Warhead != null && !explodesInfo.DeathType.Contains(e.Warhead.DeathType))
if (info.DeathType != null && e.Warhead != null && !info.DeathType.Intersect(e.Warhead.DamageTypes).Any())
return;
var weaponName = ChooseWeaponForExplosion(self);
if (weaponName != null)
{
var weapon = e.Attacker.World.Map.Rules.Weapons[weaponName.ToLowerInvariant()];
if (weapon.Report != null && weapon.Report.Any())
Sound.Play(weapon.Report.Random(e.Attacker.World.SharedRandom), self.CenterPosition);
if (weaponName == null)
return;
// Use .FromPos since this actor is killed. Cannot use Target.FromActor
weapon.Impact(Target.FromPos(self.CenterPosition), e.Attacker, Enumerable.Empty<int>());
}
var weapon = e.Attacker.World.Map.Rules.Weapons[weaponName.ToLowerInvariant()];
if (weapon.Report != null && weapon.Report.Any())
Sound.Play(weapon.Report.Random(e.Attacker.World.SharedRandom), self.CenterPosition);
// Use .FromPos since this actor is killed. Cannot use Target.FromActor
weapon.Impact(Target.FromPos(self.CenterPosition), e.Attacker, Enumerable.Empty<int>());
}
string ChooseWeaponForExplosion(Actor self)
{
var shouldExplode = self.TraitsImplementing<IExplodeModifier>().All(a => a.ShouldExplode(self));
return shouldExplode ? explodesInfo.Weapon : explodesInfo.EmptyWeapon;
return shouldExplode ? info.Weapon : info.EmptyWeapon;
}
}
}

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@@ -8,6 +8,9 @@
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Effects;
using OpenRA.Traits;
@@ -18,17 +21,39 @@ namespace OpenRA.Mods.Common.Traits
{
[Desc("Sequence to play when this actor is killed by a warhead.")]
public readonly string DeathSequence = "die";
[Desc("The palette used for `DeathSequence`.")]
public readonly string DeathSequencePalette = "player";
[Desc("Custom death animation palette is a player palette BaseName")]
public readonly bool DeathPaletteIsPlayerPalette = true;
[Desc("Should DeathType-specific sequences be used (sequence name = DeathSequence + DeathType).")]
public readonly bool UseDeathTypeSuffix = true;
[Desc("Sequence to play when this actor is crushed.")]
public readonly string CrushedSequence = "die-crushed";
[Desc("The palette used for `CrushedSequence`.")]
public readonly string CrushedSequencePalette = "effect";
[Desc("Custom crushed animation palette is a player palette BaseName")]
public readonly bool CrushedPaletteIsPlayerPalette = false;
[FieldLoader.LoadUsing("LoadDeathTypes")]
[Desc("Death animation to use for each damage type (defined on the warheads).",
"Is only used if UseDeathTypeSuffix is `True`.")]
public readonly Dictionary<string, int> DeathTypes = new Dictionary<string, int>();
public static object LoadDeathTypes(MiniYaml yaml)
{
var md = yaml.ToDictionary();
return md.ContainsKey("DeathTypes")
? md["DeathTypes"].ToDictionary(my => FieldLoader.GetValue<int>("(value)", my.Value))
: new Dictionary<string, int>();
}
public object Create(ActorInitializer init) { return new WithDeathAnimation(init.Self, this); }
}
@@ -52,7 +77,14 @@ namespace OpenRA.Mods.Common.Traits
var sequence = Info.DeathSequence;
if (Info.UseDeathTypeSuffix)
sequence += e.Warhead.DeathType;
{
var damageType = e.Warhead.DamageTypes.Intersect(Info.DeathTypes.Keys).FirstOrDefault();
if (damageType == null)
throw new Exception("Actor type `{0}` does not define a death animation for weapon with damage types `{1}`!"
.F(self.Info.Name, string.Join(", ", e.Warhead.DamageTypes)));
sequence += Info.DeathTypes[damageType];
}
var palette = Info.DeathSequencePalette;
if (Info.DeathPaletteIsPlayerPalette)

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@@ -22,7 +22,8 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Multiply volume with this factor.")]
public readonly float VolumeMultiplier = 1f;
[Desc("DeathTypes that this should be used for. If empty, this will be used as the default sound.")]
[Desc("Damage types that this should be used for (defined on the warheads).",
"If empty, this will be used as the default sound for all death types.")]
public readonly string[] DeathTypes = { };
public object Create(ActorInitializer init) { return new DeathSounds(this); }
@@ -40,8 +41,7 @@ namespace OpenRA.Mods.Common.Traits
if (e.Warhead == null)
return;
if (info.DeathTypes.Contains(e.Warhead.DeathType) || (!info.DeathTypes.Any() &&
!self.Info.Traits.WithInterface<DeathSoundsInfo>().Any(dsi => dsi.DeathTypes.Contains(e.Warhead.DeathType))))
if (info.DeathTypes.Intersect(e.Warhead.DamageTypes).Any())
self.PlayVoiceLocal(info.DeathSound, info.VolumeMultiplier);
}
}

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@@ -225,6 +225,7 @@
Huntable:
ScriptTriggers:
DeathSounds:
DeathTypes: 1, 2, 3, 4
Parachutable:
FallRate: 130
GainsStatUpgrades: