#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 .
*/
#endregion
using System.Linq;
namespace OpenRA.Traits
{
class RenderBuildingWallInfo : RenderBuildingInfo
{
public readonly int DamageStates = 2;
public override object Create(Actor self) { return new RenderBuildingWall(self); }
}
class RenderBuildingWall : RenderBuilding
{
string seqName;
int damageStates;
Actor self;
public RenderBuildingWall(Actor self)
: base(self)
{
seqName = "idle";
this.self = self;
this.damageStates = self.Info.Traits.Get().DamageStates;
}
enum ExtendedDamageState { Normal, ThreeQuarter, Half, Quarter, Dead };
ExtendedDamageState GetExtendedState( Actor self, int damage )
{
var effectiveHealth = self.Health + damage;
if (effectiveHealth <= 0)
return ExtendedDamageState.Dead;
if (effectiveHealth < self.GetMaxHP() * Rules.General.ConditionRed)
return ExtendedDamageState.Quarter;
if (effectiveHealth < self.GetMaxHP() * Rules.General.ConditionYellow)
return ExtendedDamageState.Half;
if (effectiveHealth < self.GetMaxHP() * 0.75)
return ExtendedDamageState.ThreeQuarter;
return ExtendedDamageState.Normal;
}
public override void Damaged(Actor self, AttackInfo e)
{
var oldState = GetExtendedState(self, e.Damage);
var newState = GetExtendedState(self, 0);
if (oldState == newState) return;
switch (newState)
{
case ExtendedDamageState.Normal:
seqName = "idle";
break;
case ExtendedDamageState.ThreeQuarter:
if (damageStates >= 4)
seqName = "minor-damaged-idle";
break;
case ExtendedDamageState.Half:
seqName = "damaged-idle";
Sound.Play(self.Info.Traits.Get().DamagedSound);
break;
case ExtendedDamageState.Quarter:
if (damageStates >= 3)
{
seqName = "critical-idle";
Sound.Play(self.Info.Traits.Get().DamagedSound);
}
break;
}
}
public override void Tick(Actor self)
{
base.Tick(self);
// TODO: This only needs updating when a wall is built or destroyed
int index = NearbyWalls( self.Location );
anim.PlayFetchIndex(seqName, () => index);
}
bool IsWall( int x, int y)
{
return self.World.Queries.WithTrait().Any(a => (a.Actor.Info.Name == self.Info.Name && a.Actor.Location.X == x && a.Actor.Location.Y == y));
}
int NearbyWalls( int2 xy )
{
int ret = 0;
if( IsWall( xy.X, xy.Y - 1 ) )
ret |= 1;
if( IsWall( xy.X + 1, xy.Y ) )
ret |= 2;
if( IsWall( xy.X, xy.Y + 1 ) )
ret |= 4;
if( IsWall( xy.X - 1, xy.Y ) )
ret |= 8;
return ret;
}
}
}