Move RA World traits, FrozenUnderFog Modifier and various other traits into Traits

This commit is contained in:
reaperrr
2014-11-20 00:43:15 +01:00
parent 7c44110fb0
commit 7470391c5d
60 changed files with 90 additions and 60 deletions

View File

@@ -0,0 +1,56 @@
#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 System.Collections.Generic;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("Actor can be targeted.")]
public class TargetableUnitInfo : ITraitInfo, ITargetableInfo
{
[Desc("Target type. Used for filtering (in)valid targets.")]
public readonly string[] TargetTypes = { };
public string[] GetTargetTypes() { return TargetTypes; }
public bool RequiresForceFire = false;
public virtual object Create(ActorInitializer init) { return new TargetableUnit(init.self, this); }
}
public class TargetableUnit : ITargetable
{
readonly TargetableUnitInfo info;
protected Cloak cloak;
public TargetableUnit(Actor self, TargetableUnitInfo info)
{
this.info = info;
cloak = self.TraitOrDefault<Cloak>();
}
public virtual bool TargetableBy(Actor self, Actor viewer)
{
if (cloak == null || !cloak.Cloaked)
return true;
return cloak.IsVisible(self, viewer.Owner);
}
public virtual string[] TargetTypes { get { return info.TargetTypes; } }
public virtual IEnumerable<WPos> TargetablePositions(Actor self)
{
yield return self.CenterPosition;
}
public bool RequiresForceFire { get { return info.RequiresForceFire; } }
}
}