#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; } } }