Move Parachute, Parachutable and ParaDrop to Mods.Common

This commit is contained in:
penev92
2015-01-18 16:15:14 +02:00
parent 44f1c52e44
commit f1a0f6e2a5
6 changed files with 8 additions and 11 deletions

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#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using OpenRA.Mods.Common.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("This unit can spawn and eject other actors while flying.")]
public class ParaDropInfo : ITraitInfo, Requires<CargoInfo>
{
[Desc("Distance around the drop-point to unload troops.")]
public readonly WRange DropRange = WRange.FromCells(4);
[Desc("Sound to play when dropping.")]
public readonly string ChuteSound = "chute1.aud";
public object Create(ActorInitializer init) { return new ParaDrop(init.Self, this); }
}
public class ParaDrop : ITick, INotifyRemovedFromWorld
{
readonly ParaDropInfo info;
readonly Actor self;
readonly Cargo cargo;
readonly HashSet<CPos> droppedAt = new HashSet<CPos>();
public event Action<Actor> OnRemovedFromWorld = self => { };
public event Action<Actor> OnEnteredDropRange = self => { };
public event Action<Actor> OnExitedDropRange = self => { };
[Sync] bool inDropRange;
[Sync] Target target;
bool checkForSuitableCell;
public ParaDrop(Actor self, ParaDropInfo info)
{
this.info = info;
this.self = self;
cargo = self.Trait<Cargo>();
}
public void SetLZ(CPos lz, bool checkLandingCell)
{
droppedAt.Clear();
target = Target.FromCell(self.World, lz);
checkForSuitableCell = checkLandingCell;
}
public void Tick(Actor self)
{
var wasInDropRange = inDropRange;
inDropRange = target.IsInRange(self.CenterPosition, info.DropRange);
if (inDropRange && !wasInDropRange)
OnEnteredDropRange(self);
if (!inDropRange && wasInDropRange)
OnExitedDropRange(self);
// Are we able to drop the next trooper?
if (!inDropRange || cargo.IsEmpty(self))
return;
if (droppedAt.Contains(self.Location) || (checkForSuitableCell && !IsSuitableCell(cargo.Peek(self), self.Location)))
return;
if (!self.World.Map.Contains(self.Location))
return;
// unload a dude here
droppedAt.Add(self.Location);
var a = cargo.Unload(self);
self.World.AddFrameEndTask(w => w.Add(new Parachute(a, self.CenterPosition)));
Sound.Play(info.ChuteSound, self.CenterPosition);
}
static bool IsSuitableCell(Actor actorToDrop, CPos p)
{
return actorToDrop.Trait<IPositionable>().CanEnterCell(p);
}
public void RemovedFromWorld(Actor self)
{
OnRemovedFromWorld(self);
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Mods.Common.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Can be paradropped by a ParaDrop actor.")]
class ParachutableInfo : ITraitInfo
{
[Desc("If we land on invalid terrain for my actor type should we be killed?")]
public readonly bool KilledOnImpassableTerrain = true;
public readonly string GroundImpactSound = null;
public readonly string GroundCorpseSequence = "corpse";
public readonly string GroundCorpsePalette = "effect";
public readonly string WaterImpactSound = null;
public readonly string WaterCorpseSequence = "small_splash";
public readonly string WaterCorpsePalette = "effect";
[Desc("Requires the sub-sequences \"open\" and \"idle\".")]
public readonly string ParachuteSequence = null;
[Desc("Optional, otherwise defaults to the palette the actor is using.")]
public readonly string ParachutePalette = null;
[Desc("Used to clone the actor with this palette and render it with a visual offset below.")]
public readonly string ParachuteShadowPalette = "shadow";
public readonly WVec ParachuteOffset = WVec.Zero;
public readonly int FallRate = 13;
[Desc("Alternative to ParachuteShadowPalette which disables it and allows to set a custom sprite sequence instead.")]
public readonly string ShadowSequence = null;
[Desc("Optional, otherwise defaults to the palette the actor is using.")]
public readonly string ShadowPalette = null;
public object Create(ActorInitializer init) { return new Parachutable(init, this); }
}
class Parachutable : INotifyParachuteLanded
{
readonly Actor self;
readonly ParachutableInfo info;
readonly IPositionable positionable;
public Parachutable(ActorInitializer init, ParachutableInfo info)
{
this.self = init.Self;
this.info = info;
positionable = self.TraitOrDefault<IPositionable>();
}
public void OnLanded()
{
if (!info.KilledOnImpassableTerrain)
return;
if (positionable.CanEnterCell(self.Location, self))
return;
var terrain = self.World.Map.GetTerrainInfo(self.Location);
var sound = terrain.IsWater ? info.WaterImpactSound : info.GroundImpactSound;
Sound.Play(sound, self.CenterPosition);
var sequence = terrain.IsWater ? info.WaterCorpseSequence : info.GroundCorpseSequence;
var palette = terrain.IsWater ? info.WaterCorpsePalette : info.GroundCorpsePalette;
if (sequence != null && palette != null)
self.World.AddFrameEndTask(w => w.Add(new Explosion(w, self.OccupiesSpace.CenterPosition, sequence, palette)));
self.Kill(self);
}
}
}