Split Locomotor trait from Mobile
Add GrantConditionOn*Layer traits This allows to - drop some booleans from Locomotor - drop a good part of the subterranean- and jumpjet-specific code/hacks from Mobile - grant more than 1 condition per layer type (via multiple traits) - easily add more traits of this kind for other layers
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OpenRA.Mods.Common/Traits/World/SubterraneanLocomotor.cs
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OpenRA.Mods.Common/Traits/World/SubterraneanLocomotor.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Used by Mobile. Required for subterranean actors. Attach these to the world actor. You can have multiple variants by adding @suffixes.")]
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public class SubterraneanLocomotorInfo : LocomotorInfo
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{
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[Desc("Pathfinding cost for submerging or reemerging.")]
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public readonly int SubterraneanTransitionCost = 0;
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[Desc("The terrain types that this actor can transition on. Leave empty to allow any.")]
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public readonly HashSet<string> SubterraneanTransitionTerrainTypes = new HashSet<string>();
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[Desc("Can this actor transition on slopes?")]
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public readonly bool SubterraneanTransitionOnRamps = false;
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[Desc("Depth at which the subterranian condition is applied.")]
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public readonly WDist SubterraneanTransitionDepth = new WDist(-1024);
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public override object Create(ActorInitializer init) { return new SubterraneanLocomotor(init.Self, this); }
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}
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public class SubterraneanLocomotor : Locomotor
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{
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public SubterraneanLocomotor(Actor self, SubterraneanLocomotorInfo info)
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: base(self, info) { }
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}
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}
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