Merge pull request #11407 from reaperrr/ts-infantry-tweaks
Various TS infantry fixes
This commit is contained in:
@@ -332,6 +332,7 @@
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<Compile Include="Traits\EmitInfantryOnSell.cs" />
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<Compile Include="Traits\EngineerRepair.cs" />
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<Compile Include="Traits\Explodes.cs" />
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<Compile Include="Traits\ExplosionOnDamageTransition.cs" />
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<Compile Include="Traits\ExternalCapturable.cs" />
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<Compile Include="Traits\ExternalCapturableBar.cs" />
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<Compile Include="Traits\ExternalCaptures.cs" />
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70
OpenRA.Mods.Common/Traits/ExplosionOnDamageTransition.cs
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70
OpenRA.Mods.Common/Traits/ExplosionOnDamageTransition.cs
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@@ -0,0 +1,70 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 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 System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Mods.Common.Warheads;
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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("This actor triggers an explosion on itself when transitioning to a specific damage state.")]
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public class ExplosionOnDamageTransitionInfo : ITraitInfo, IRulesetLoaded, Requires<HealthInfo>
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{
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[WeaponReference, FieldLoader.Require, Desc("Weapon to use for explosion.")]
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public readonly string Weapon = null;
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[Desc("At which damage state explosion will trigger.")]
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public readonly DamageState DamageState = DamageState.Heavy;
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[Desc("Should the explosion only be triggered once?")]
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public readonly bool TriggerOnlyOnce = false;
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public WeaponInfo WeaponInfo { get; private set; }
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public object Create(ActorInitializer init) { return new ExplosionOnDamageTransition(this, init.Self); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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WeaponInfo = string.IsNullOrEmpty(Weapon) ? null : rules.Weapons[Weapon.ToLowerInvariant()];
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}
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}
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public class ExplosionOnDamageTransition : INotifyDamageStateChanged
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{
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readonly ExplosionOnDamageTransitionInfo info;
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bool triggered;
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public ExplosionOnDamageTransition(ExplosionOnDamageTransitionInfo info, Actor self)
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{
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this.info = info;
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}
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public void DamageStateChanged(Actor self, AttackInfo e)
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{
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if (!self.IsInWorld)
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return;
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if (triggered)
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return;
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if (e.DamageState >= info.DamageState && e.PreviousDamageState < info.DamageState)
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{
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if (info.TriggerOnlyOnce)
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triggered = true;
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// Use .FromPos since the actor might have been killed, don't use Target.FromActor
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info.WeaponInfo.Impact(Target.FromPos(self.CenterPosition), e.Attacker, Enumerable.Empty<int>());
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}
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}
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}
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}
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@@ -44,7 +44,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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[FieldLoader.LoadUsing("LoadDeathTypes")]
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[Desc("Death animation to use for each damage type (defined on the warheads).",
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"Is only used if UseDeathTypeSuffix is `True`.")]
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public readonly Dictionary<string, int> DeathTypes = new Dictionary<string, int>();
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public readonly Dictionary<string, string> DeathTypes = new Dictionary<string, string>();
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[Desc("Sequence to use when the actor is killed by some non-standard means (e.g. suicide).")]
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[SequenceReference] public readonly string FallbackSequence = null;
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@@ -54,8 +54,8 @@ namespace OpenRA.Mods.Common.Traits.Render
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var md = yaml.ToDictionary();
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return md.ContainsKey("DeathTypes")
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? md["DeathTypes"].ToDictionary(my => FieldLoader.GetValue<int>("(value)", my.Value))
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: new Dictionary<string, int>();
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? md["DeathTypes"].ToDictionary(my => FieldLoader.GetValue<string>("(value)", my.Value))
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: new Dictionary<string, string>();
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}
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public object Create(ActorInitializer init) { return new WithDeathAnimation(init.Self, this); }
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@@ -29,6 +29,9 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Levels of damage at which to grant upgrades.")]
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public readonly DamageState ValidDamageStates = DamageState.Heavy | DamageState.Critical;
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[Desc("Are upgrades irrevocable once the conditions have been met?")]
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public readonly bool GrantPermanently = false;
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public object Create(ActorInitializer init) { return new UpgradeOnDamage(init.Self, this); }
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}
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@@ -36,6 +39,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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readonly UpgradeOnDamageInfo info;
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readonly UpgradeManager um;
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bool granted;
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public UpgradeOnDamage(Actor self, UpgradeOnDamageInfo info)
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{
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@@ -43,12 +47,14 @@ namespace OpenRA.Mods.Common.Traits
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um = self.TraitOrDefault<UpgradeManager>();
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}
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bool granted;
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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if (um == null)
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return;
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if (granted && info.GrantPermanently)
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return;
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var rand = Game.CosmeticRandom;
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if (!granted && info.ValidDamageStates.HasFlag(e.DamageState) && !info.ValidDamageStates.HasFlag(e.PreviousDamageState))
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{
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