#region Copyright & License Information /* * Copyright 2007-2016 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.Linq; using OpenRA.GameRules; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("This actor receives damage from the given weapon when on the specified terrain type.")] class DamagedByTerrainInfo : UpgradableTraitInfo, IRulesetLoaded, Requires { [Desc("The weapon which is used to damage the actor.")] [WeaponReference, FieldLoader.Require] public readonly string Weapon; [Desc("Terrain types where the actor will take damage.")] [FieldLoader.Require] public readonly string[] Terrain = { }; [Desc("Percentage health below which the actor will not receive further damage.")] public readonly int DamageThreshold = 0; [Desc("Inflict damage down to the DamageThreshold when the actor gets created on damaging terrain.")] public readonly bool StartOnThreshold = false; public WeaponInfo WeaponInfo { get; private set; } public override object Create(ActorInitializer init) { return new DamagedByTerrain(init.Self, this); } public void RulesetLoaded(Ruleset rules, ActorInfo ai) { WeaponInfo = rules.Weapons[Weapon.ToLowerInvariant()]; } } class DamagedByTerrain : UpgradableTrait, ITick, ISync, INotifyAddedToWorld { readonly Health health; [Sync] int damageTicks; [Sync] int damageThreshold; public DamagedByTerrain(Actor self, DamagedByTerrainInfo info) : base(info) { health = self.Trait(); } public void AddedToWorld(Actor self) { if (!Info.StartOnThreshold) return; var safeTiles = 0; var totalTiles = 0; foreach (var kv in self.OccupiesSpace.OccupiedCells()) { totalTiles++; if (!Info.Terrain.Contains(self.World.Map.GetTerrainInfo(kv.First).Type)) safeTiles++; } if (totalTiles == 0) return; damageThreshold = (Info.DamageThreshold * health.MaxHP + (100 - Info.DamageThreshold) * safeTiles * health.MaxHP / totalTiles) / 100; // Actors start with maximum damage applied var delta = health.HP - damageThreshold; if (delta > 0) health.InflictDamage(self, self.World.WorldActor, delta, null, false); } public void Tick(Actor self) { if (IsTraitDisabled || health.HP <= damageThreshold || --damageTicks > 0) return; // Prevents harming cargo. if (!self.IsInWorld) return; var t = self.World.Map.GetTerrainInfo(self.Location); if (!Info.Terrain.Contains(t.Type)) return; Info.WeaponInfo.Impact(Target.FromActor(self), self.World.WorldActor, Enumerable.Empty()); damageTicks = Info.WeaponInfo.ReloadDelay; } } }