Add support for footprint explosions to Explodes

This commit is contained in:
reaperrr
2016-11-01 19:51:34 +01:00
parent 2d194b077d
commit a0934418cf

View File

@@ -17,6 +17,8 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public enum ExplosionType { Footprint, CenterPosition }
[Desc("This actor explodes when killed.")]
public class ExplodesInfo : ITraitInfo, IRulesetLoaded, Requires<HealthInfo>
{
@@ -38,6 +40,10 @@ namespace OpenRA.Mods.Common.Traits
[Desc("DeathType(s) that trigger the explosion. Leave empty to always trigger an explosion.")]
public readonly HashSet<string> DeathTypes = new HashSet<string>();
[Desc("Possible values are CenterPosition (explosion at the actors' center) and ",
"Footprint (explosion on each occupied cell).")]
public readonly ExplosionType Type = ExplosionType.CenterPosition;
public WeaponInfo WeaponInfo { get; private set; }
public WeaponInfo EmptyWeaponInfo { get; private set; }
@@ -49,11 +55,11 @@ namespace OpenRA.Mods.Common.Traits
}
}
public class Explodes : INotifyKilled, INotifyDamage
public class Explodes : INotifyKilled, INotifyDamage, INotifyCreated
{
readonly ExplodesInfo info;
readonly Health health;
BuildingInfo buildingInfo;
public Explodes(ExplodesInfo info, Actor self)
{
@@ -61,6 +67,11 @@ namespace OpenRA.Mods.Common.Traits
health = self.Trait<Health>();
}
void INotifyCreated.Created(Actor self)
{
buildingInfo = self.Info.TraitInfoOrDefault<BuildingInfo>();
}
void INotifyKilled.Killed(Actor self, AttackInfo e)
{
if (!self.IsInWorld)
@@ -79,6 +90,15 @@ namespace OpenRA.Mods.Common.Traits
if (weapon.Report != null && weapon.Report.Any())
Game.Sound.Play(weapon.Report.Random(e.Attacker.World.SharedRandom), self.CenterPosition);
if (info.Type == ExplosionType.Footprint && buildingInfo != null)
{
var cells = FootprintUtils.UnpathableTiles(self.Info.Name, buildingInfo, self.Location);
foreach (var c in cells)
weapon.Impact(Target.FromPos(self.World.Map.CenterOfCell(c)), e.Attacker, Enumerable.Empty<int>());
return;
}
// Use .FromPos since this actor is killed. Cannot use Target.FromActor
weapon.Impact(Target.FromPos(self.CenterPosition), e.Attacker, Enumerable.Empty<int>());
}