Add InfiltrateForTransform trait.
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committed by
Oliver Brakmann
parent
66464a6164
commit
fac271245b
@@ -65,6 +65,7 @@
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<Compile Include="CncLoadScreen.cs" />
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<Compile Include="Traits\Attack\AttackPopupTurreted.cs" />
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<Compile Include="Traits\Buildings\ProductionAirdrop.cs" />
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<Compile Include="Traits\Infiltration\InfiltrateForTransform.cs" />
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<Compile Include="Traits\Render\WithGunboatBody.cs" />
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<Compile Include="Traits\Render\WithEmbeddedTurretSpriteBody.cs" />
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<Compile Include="Traits\Render\WithCargo.cs" />
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@@ -0,0 +1,57 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 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;
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using OpenRA.Mods.Common;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[Desc("This structure can be infiltrated causing funds to be stolen.")]
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class InfiltrateForTransformInfo : ITraitInfo
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{
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[ActorReference, FieldLoader.Require] public readonly string IntoActor = null;
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public readonly int ForceHealthPercentage = 0;
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public readonly bool SkipMakeAnims = true;
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public readonly BitSet<TargetableType> Types = default(BitSet<TargetableType>);
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public object Create(ActorInitializer init) { return new InfiltrateForTransform(init, this); }
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}
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class InfiltrateForTransform : INotifyInfiltrated
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{
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readonly InfiltrateForTransformInfo info;
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readonly string faction;
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public InfiltrateForTransform(ActorInitializer init, InfiltrateForTransformInfo info)
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{
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this.info = info;
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faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : init.Self.Owner.Faction.InternalName;
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}
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void INotifyInfiltrated.Infiltrated(Actor self, Actor infiltrator, BitSet<TargetableType> types)
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{
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if (!info.Types.Overlaps(types))
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return;
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var facing = self.TraitOrDefault<IFacing>();
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var transform = new Transform(self, info.IntoActor) { ForceHealthPercentage = info.ForceHealthPercentage, Faction = faction };
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if (facing != null) transform.Facing = facing.Facing;
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transform.SkipMakeAnims = info.SkipMakeAnims;
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self.CancelActivity();
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self.QueueActivity(transform);
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}
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}
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}
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