Refactor chronosphere power

This commit is contained in:
Paul Chote
2010-01-24 15:55:28 +13:00
parent da40ab449e
commit c44679cc94
8 changed files with 147 additions and 160 deletions

View File

@@ -12,22 +12,14 @@ namespace OpenRa.Mods.Aftermath
public object Create(Actor self) { return new DemoTruck(self); }
}
class DemoTruck : Chronoshiftable, IResolveOrder, INotifyDamage
class DemoTruck : Chronoshiftable, INotifyDamage
{
public DemoTruck(Actor self) : base(self) { }
public new void ResolveOrder(Actor self, Order order)
// Explode on chronoshift
public override void Activate(Actor self, int2 targetLocation, int duration, bool killCargo, Actor chronosphere)
{
// Override chronoshifting action to detonate vehicle
var movement = self.traits.GetOrDefault<IMovement>();
var chronosphere = self.World.Actors.Where(a => a.Owner == order.Subject.Owner && a.traits.Contains<Chronosphere>()).FirstOrDefault();
if (order.OrderString == "Chronoshift" && movement.CanEnterCell(order.TargetLocation))
{
self.InflictDamage(chronosphere, self.Health, Rules.WarheadInfo["Super"]);
return;
}
base.ResolveOrder(self, order);
Detonate(self, chronosphere);
}
// Fire primary on death