moved infantry traits to ra

This commit is contained in:
Chris Forbes
2010-05-20 18:41:24 +12:00
parent be974f7970
commit f75a2d2fe6
7 changed files with 54 additions and 30 deletions

View File

@@ -0,0 +1,67 @@
#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class TakeCoverInfo : ITraitInfo
{
public object Create(Actor self) { return new TakeCover(self); }
}
// infantry prone behavior
class TakeCover : ITick, INotifyDamage, IDamageModifier, ISpeedModifier
{
const int defaultProneTime = 100; /* ticks, =4s */
const float proneDamage = .5f;
const float proneSpeed = .5f;
[Sync]
int remainingProneTime = 0;
public bool IsProne { get { return remainingProneTime > 0; } }
public TakeCover(Actor self) {}
public void Damaged(Actor self, AttackInfo e)
{
if (e.Damage > 0) /* fix to allow healing via `damage` */
remainingProneTime = defaultProneTime;
}
public void Tick(Actor self)
{
if (IsProne)
--remainingProneTime;
}
public float GetDamageModifier( WarheadInfo warhead )
{
return IsProne ? proneDamage : 1f;
}
public float GetSpeedModifier()
{
return IsProne ? proneSpeed : 1f;
}
}
}