Add InfiltrateForTransform trait.

This commit is contained in:
Paul Chote
2018-11-24 23:06:13 +00:00
committed by Oliver Brakmann
parent 66464a6164
commit fac271245b
2 changed files with 58 additions and 0 deletions

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@@ -65,6 +65,7 @@
<Compile Include="CncLoadScreen.cs" />
<Compile Include="Traits\Attack\AttackPopupTurreted.cs" />
<Compile Include="Traits\Buildings\ProductionAirdrop.cs" />
<Compile Include="Traits\Infiltration\InfiltrateForTransform.cs" />
<Compile Include="Traits\Render\WithGunboatBody.cs" />
<Compile Include="Traits\Render\WithEmbeddedTurretSpriteBody.cs" />
<Compile Include="Traits\Render\WithCargo.cs" />

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@@ -0,0 +1,57 @@
#region Copyright & License Information
/*
* Copyright 2007-2018 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
[Desc("This structure can be infiltrated causing funds to be stolen.")]
class InfiltrateForTransformInfo : ITraitInfo
{
[ActorReference, FieldLoader.Require] public readonly string IntoActor = null;
public readonly int ForceHealthPercentage = 0;
public readonly bool SkipMakeAnims = true;
public readonly BitSet<TargetableType> Types = default(BitSet<TargetableType>);
public object Create(ActorInitializer init) { return new InfiltrateForTransform(init, this); }
}
class InfiltrateForTransform : INotifyInfiltrated
{
readonly InfiltrateForTransformInfo info;
readonly string faction;
public InfiltrateForTransform(ActorInitializer init, InfiltrateForTransformInfo info)
{
this.info = info;
faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : init.Self.Owner.Faction.InternalName;
}
void INotifyInfiltrated.Infiltrated(Actor self, Actor infiltrator, BitSet<TargetableType> types)
{
if (!info.Types.Overlaps(types))
return;
var facing = self.TraitOrDefault<IFacing>();
var transform = new Transform(self, info.IntoActor) { ForceHealthPercentage = info.ForceHealthPercentage, Faction = faction };
if (facing != null) transform.Facing = facing.Facing;
transform.SkipMakeAnims = info.SkipMakeAnims;
self.CancelActivity();
self.QueueActivity(transform);
}
}
}