Made BlocksProjectiles upgradable
This commit is contained in:
@@ -299,8 +299,6 @@ namespace OpenRA.Traits
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public interface INotifyBecomingIdle { void OnBecomingIdle(Actor self); }
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public interface INotifyBecomingIdle { void OnBecomingIdle(Actor self); }
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public interface INotifyIdle { void TickIdle(Actor self); }
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public interface INotifyIdle { void TickIdle(Actor self); }
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public interface IBlocksProjectilesInfo : ITraitInfo { }
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public interface IBlocksProjectiles { }
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public interface IRenderInfantrySequenceModifier
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public interface IRenderInfantrySequenceModifier
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{
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{
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bool IsModifyingSequence { get; }
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bool IsModifyingSequence { get; }
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@@ -16,6 +16,7 @@ using OpenRA.Effects;
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using OpenRA.GameRules;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Effects
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namespace OpenRA.Mods.Common.Effects
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@@ -171,7 +172,7 @@ namespace OpenRA.Mods.Common.Effects
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var shouldExplode = height.Length <= 0 // Hit the ground
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var shouldExplode = height.Length <= 0 // Hit the ground
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|| ticks++ >= length // Flight length reached/exceeded
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|| ticks++ >= length // Flight length reached/exceeded
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|| (info.Blockable && world.ActorMap.GetUnitsAt(cell).Any(a => a.Info.HasTraitInfo<IBlocksProjectilesInfo>())); // Hit a wall or other blocking obstacle
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|| BlockedByActor(world, pos); // Hit a wall or other blocking obstacle
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if (shouldExplode)
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if (shouldExplode)
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Explode(world);
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Explode(world);
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@@ -211,5 +212,11 @@ namespace OpenRA.Mods.Common.Effects
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args.Weapon.Impact(Target.FromPos(pos), args.SourceActor, args.DamageModifiers);
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args.Weapon.Impact(Target.FromPos(pos), args.SourceActor, args.DamageModifiers);
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}
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}
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bool BlockedByActor(World world, WPos pos)
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{
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return info.Blockable && world.ActorMap.GetUnitsAt(world.Map.CellContaining(pos))
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.Any(a => a.TraitsImplementing<BlocksProjectiles>().Any(Exts.IsTraitEnabled));
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}
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}
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}
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}
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}
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@@ -201,7 +201,7 @@ namespace OpenRA.Mods.Common.Effects
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var shouldExplode = (pos.Z < 0) // Hit the ground
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var shouldExplode = (pos.Z < 0) // Hit the ground
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|| (dist.LengthSquared < info.CloseEnough.LengthSquared) // Within range
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|| (dist.LengthSquared < info.CloseEnough.LengthSquared) // Within range
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|| (info.RangeLimit != 0 && ticks > info.RangeLimit) // Ran out of fuel
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|| (info.RangeLimit != 0 && ticks > info.RangeLimit) // Ran out of fuel
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|| (info.Blockable && world.ActorMap.GetUnitsAt(cell).Any(a => a.Info.HasTraitInfo<IBlocksProjectilesInfo>())) // Hit a wall or other blocking obstacle
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|| BlockedByActor(world, pos) // Hit a wall or other blocking obstacle
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|| !world.Map.Contains(cell) // This also avoids an IndexOutOfRangeException in GetTerrainInfo below.
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|| !world.Map.Contains(cell) // This also avoids an IndexOutOfRangeException in GetTerrainInfo below.
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|| (!string.IsNullOrEmpty(info.BoundToTerrainType) && world.Map.GetTerrainInfo(cell).Type != info.BoundToTerrainType); // Hit incompatible terrain
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|| (!string.IsNullOrEmpty(info.BoundToTerrainType) && world.Map.GetTerrainInfo(cell).Type != info.BoundToTerrainType); // Hit incompatible terrain
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@@ -223,6 +223,12 @@ namespace OpenRA.Mods.Common.Effects
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args.Weapon.Impact(Target.FromPos(pos), args.SourceActor, args.DamageModifiers);
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args.Weapon.Impact(Target.FromPos(pos), args.SourceActor, args.DamageModifiers);
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}
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}
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bool BlockedByActor(World world, WPos pos)
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{
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return info.Blockable && world.ActorMap.GetUnitsAt(world.Map.CellContaining(pos))
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.Any(a => a.TraitsImplementing<BlocksProjectiles>().Any(Exts.IsTraitEnabled));
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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{
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if (info.ContrailLength > 0)
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if (info.ContrailLength > 0)
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@@ -15,6 +15,14 @@ namespace OpenRA.Mods.Common.Traits
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{
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{
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// TODO: Add functionality like a customizable Height that is compared to projectile altitude
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// TODO: Add functionality like a customizable Height that is compared to projectile altitude
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[Desc("This actor blocks bullets and missiles with 'Blockable' property.")]
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[Desc("This actor blocks bullets and missiles with 'Blockable' property.")]
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public class BlocksProjectilesInfo : TraitInfo<BlocksProjectiles>, IBlocksProjectilesInfo { }
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public class BlocksProjectilesInfo : UpgradableTraitInfo
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public class BlocksProjectiles : IBlocksProjectiles { }
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{
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public override object Create(ActorInitializer init) { return new BlocksProjectiles(init.Self, this); }
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}
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public class BlocksProjectiles : UpgradableTrait<BlocksProjectilesInfo>
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{
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public BlocksProjectiles(Actor self, BlocksProjectilesInfo info)
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: base(info) { }
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}
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}
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}
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