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