Add DamageTypes to Kill() and make some traits use it.

This commit is contained in:
Mustafa Alperen Seki
2018-02-03 11:07:02 +03:00
committed by reaperrr
parent b620e8107f
commit 5e7e3bb011
17 changed files with 58 additions and 22 deletions

View File

@@ -20,6 +20,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Does a suicide attack where it moves next to the target when used in combination with `Explodes`.")]
class AttackSuicidesInfo : ConditionalTraitInfo, Requires<IMoveInfo>
{
[Desc("Types of damage that this trait causes to self while suiciding. Leave empty for no damage types.")]
public readonly HashSet<string> DamageTypes = new HashSet<string>();
[VoiceReference] public readonly string Voice = "Action";
public override object Create(ActorInitializer init) { return new AttackSuicides(init.Self, this); }
@@ -82,10 +85,10 @@ namespace OpenRA.Mods.Common.Traits
self.QueueActivity(move.MoveToTarget(self, target));
self.QueueActivity(new CallFunc(() => self.Kill(self)));
self.QueueActivity(new CallFunc(() => self.Kill(self, Info.DamageTypes)));
}
else if (order.OrderString == "Detonate")
self.Kill(self);
self.Kill(self, Info.DamageTypes);
}
}
}

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@@ -46,6 +46,9 @@ namespace OpenRA.Mods.Common.Traits
public WeaponInfo DemolishWeaponInfo { get; private set; }
[Desc("Types of damage that this bridge causes to units over/in path of it while being destroyed/repaired. Leave empty for no damage types.")]
public readonly HashSet<string> DamageTypes = new HashSet<string>();
public object Create(ActorInitializer init) { return new Bridge(init.Self, this); }
public void RulesetLoaded(Ruleset rules, ActorInfo ai)
@@ -241,7 +244,7 @@ namespace OpenRA.Mods.Common.Traits
foreach (var c in footprint.Keys)
foreach (var a in self.World.ActorMap.GetActorsAt(c))
if (a.Info.HasTraitInfo<IPositionableInfo>() && !a.Trait<IPositionable>().CanEnterCell(c))
a.Kill(self);
a.Kill(self, info.DamageTypes);
}
bool NeighbourIsDeadShore(Bridge neighbour)

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@@ -30,6 +30,9 @@ namespace OpenRA.Mods.Common.Traits
public WeaponInfo DemolishWeaponInfo { get; private set; }
[Desc("Types of damage that this bridge causes to units over/in path of it while being destroyed/repaired. Leave empty for no damage types.")]
public readonly HashSet<string> DamageTypes = new HashSet<string>();
public void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
WeaponInfo weapon;
@@ -95,7 +98,7 @@ namespace OpenRA.Mods.Common.Traits
foreach (var c in cells)
foreach (var a in self.World.ActorMap.GetActorsAt(c))
if (a.Info.HasTraitInfo<IPositionableInfo>() && !a.Trait<IPositionable>().CanEnterCell(c))
a.Kill(self);
a.Kill(self, Info.DamageTypes);
}
void IBridgeSegment.Repair(Actor repairer)

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@@ -57,7 +57,8 @@ namespace OpenRA.Mods.Common.Traits
Game.Sound.Play(SoundType.World, Info.CrushSound, crusher.CenterPosition);
self.Kill(crusher);
var crusherMobile = crusher.TraitOrDefault<Mobile>();
self.Kill(crusher, crusherMobile != null ? crusherMobile.Info.CrushDamageTypes : new HashSet<string>());
}
bool ICrushable.CrushableBy(Actor self, Actor crusher, HashSet<string> crushClasses)

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@@ -9,6 +9,7 @@
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
@@ -163,9 +164,12 @@ namespace OpenRA.Mods.Common.Traits
}
}
public void Kill(Actor self, Actor attacker)
public void Kill(Actor self, Actor attacker, HashSet<string> damageTypes = null)
{
InflictDamage(self, attacker, new Damage(MaxHP), true);
if (damageTypes == null)
damageTypes = new HashSet<string>();
InflictDamage(self, attacker, new Damage(MaxHP, damageTypes), true);
}
void ITick.Tick(Actor self)

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@@ -9,6 +9,7 @@
*/
#endregion
using System.Collections.Generic;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
@@ -21,6 +22,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("The amount of time (in ticks) before the actor dies. Two values indicate a range between which a random value is chosen.")]
public readonly int[] Delay = { 0 };
[Desc("Types of damage that this trait causes. Leave empty for no damage types.")]
public readonly HashSet<string> DamageTypes = new HashSet<string>();
[GrantedConditionReference]
[Desc("The condition to grant moments before suiciding.")]
public readonly string GrantsCondition = null;
@@ -81,7 +85,7 @@ namespace OpenRA.Mods.Common.Traits
if (Info.RemoveInstead || !self.Info.HasTraitInfo<HealthInfo>())
self.Dispose();
else
self.Kill(self);
self.Kill(self, Info.DamageTypes);
}
}
}

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@@ -59,6 +59,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("e.g. crate, wall, infantry")]
public readonly HashSet<string> Crushes = new HashSet<string>();
[Desc("Types of damage that are caused while crushing. Leave empty for no damage types.")]
public readonly HashSet<string> CrushDamageTypes = new HashSet<string>();
public readonly int WaitAverage = 5;
public readonly int WaitSpread = 2;

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@@ -22,6 +22,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("If we land on invalid terrain for my actor type should we be killed?")]
public readonly bool KilledOnImpassableTerrain = true;
[Desc("Types of damage that this trait causes to self when 'KilledOnImpassableTerrain' is true. Leave empty for no damage types.")]
public readonly HashSet<string> DamageTypes = new HashSet<string>();
[Desc("Image where Ground/WaterCorpseSequence is looked up.")]
public readonly string Image = "explosion";
@@ -101,7 +104,7 @@ namespace OpenRA.Mods.Common.Traits
if (sequence != null && palette != null)
self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(self.OccupiesSpace.CenterPosition, w, info.Image, sequence, palette)));
self.Kill(self);
self.Kill(self, info.DamageTypes);
}
}
}

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@@ -219,15 +219,13 @@ namespace OpenRA.Mods.Common.Traits
break;
var actor = order.Target.Actor;
var health = actor.TraitOrDefault<Health>();
var args = order.TargetString.Split(' ');
var damageTypes = new HashSet<string>();
foreach (var damageType in args)
damageTypes.Add(damageType);
if (health != null)
health.InflictDamage(actor, actor, new Damage(health.HP, damageTypes), true);
actor.Kill(actor, damageTypes);
break;
}

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@@ -21,7 +21,7 @@ namespace OpenRA.Mods.Common.Warheads
[Desc("How much (raw) damage to deal.")]
public readonly int Damage = 0;
[Desc("Types of damage that this warhead causes. Leave empty for no damage.")]
[Desc("Types of damage that this warhead causes. Leave empty for no damage types.")]
public readonly HashSet<string> DamageTypes = new HashSet<string>();
[Desc("Damage percentage versus each armortype.")]