Merge pull request #9270 from reaperrr/upgradable-blockproj

Made BlocksProjectiles upgradable
This commit is contained in:
Pavel Penev
2015-10-01 01:52:00 +03:00
4 changed files with 22 additions and 13 deletions

View File

@@ -299,8 +299,6 @@ namespace OpenRA.Traits
public interface INotifyBecomingIdle { void OnBecomingIdle(Actor self); }
public interface INotifyIdle { void TickIdle(Actor self); }
public interface IBlocksProjectilesInfo : ITraitInfo { }
public interface IBlocksProjectiles { }
public interface IRenderInfantrySequenceModifier
{
bool IsModifyingSequence { get; }

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@@ -16,6 +16,7 @@ using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Effects
@@ -166,12 +167,8 @@ namespace OpenRA.Mods.Common.Effects
if (info.ContrailLength > 0)
contrail.Update(pos);
var cell = world.Map.CellContaining(pos);
var height = world.Map.DistanceAboveTerrain(pos);
var shouldExplode = height.Length <= 0 // Hit the ground
|| ticks++ >= length // Flight length reached/exceeded
|| (info.Blockable && world.ActorMap.GetUnitsAt(cell).Any(a => a.Info.HasTraitInfo<IBlocksProjectilesInfo>())); // Hit a wall or other blocking obstacle
var shouldExplode = ticks++ >= length // Flight length reached/exceeded
|| (info.Blockable && BlocksProjectiles.AnyBlockingActorAt(world, pos)); // Hit a wall or other blocking obstacle
if (shouldExplode)
Explode(world);

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@@ -20,7 +20,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Effects
{
class MissileInfo : IProjectileInfo
public class MissileInfo : IProjectileInfo
{
public readonly string Image = null;
[SequenceReference("Image")] public readonly string Sequence = "idle";
@@ -81,7 +81,7 @@ namespace OpenRA.Mods.Common.Effects
public IEffect Create(ProjectileArgs args) { return new Missile(this, args); }
}
class Missile : IEffect, ISync
public class Missile : IEffect, ISync
{
readonly MissileInfo info;
readonly ProjectileArgs args;
@@ -201,7 +201,7 @@ namespace OpenRA.Mods.Common.Effects
var shouldExplode = (pos.Z < 0) // Hit the ground
|| (dist.LengthSquared < info.CloseEnough.LengthSquared) // Within range
|| (info.RangeLimit != 0 && ticks > info.RangeLimit) // Ran out of fuel
|| (info.Blockable && world.ActorMap.GetUnitsAt(cell).Any(a => a.Info.HasTraitInfo<IBlocksProjectilesInfo>())) // Hit a wall or other blocking obstacle
|| (info.Blockable && BlocksProjectiles.AnyBlockingActorAt(world, pos)) // Hit a wall or other blocking obstacle
|| !world.Map.Contains(cell) // This also avoids an IndexOutOfRangeException in GetTerrainInfo below.
|| (!string.IsNullOrEmpty(info.BoundToTerrainType) && world.Map.GetTerrainInfo(cell).Type != info.BoundToTerrainType); // Hit incompatible terrain

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@@ -15,6 +15,20 @@ namespace OpenRA.Mods.Common.Traits
{
// TODO: Add functionality like a customizable Height that is compared to projectile altitude
[Desc("This actor blocks bullets and missiles with 'Blockable' property.")]
public class BlocksProjectilesInfo : TraitInfo<BlocksProjectiles>, IBlocksProjectilesInfo { }
public class BlocksProjectiles : IBlocksProjectiles { }
public class BlocksProjectilesInfo : UpgradableTraitInfo
{
public override object Create(ActorInitializer init) { return new BlocksProjectiles(init.Self, this); }
}
public class BlocksProjectiles : UpgradableTrait<BlocksProjectilesInfo>
{
public BlocksProjectiles(Actor self, BlocksProjectilesInfo info)
: base(info) { }
public static bool AnyBlockingActorAt(World world, WPos pos)
{
return world.ActorMap.GetUnitsAt(world.Map.CellContaining(pos))
.Any(a => a.TraitsImplementing<BlocksProjectiles>().Any(Exts.IsTraitEnabled));
}
}
}