#region Copyright & License Information /* * Copyright 2007-2015 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. For more information, * see COPYING. */ #endregion using System.Linq; using OpenRA.GameRules; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Throws particles when the actor is destroyed that do damage on impact.")] public class ThrowsShrapnelInfo : ITraitInfo { [WeaponReference, FieldLoader.Require] public string[] Weapons = { }; public int[] Pieces = { 3, 10 }; public WDist[] Range = { WDist.FromCells(2), WDist.FromCells(5) }; public object Create(ActorInitializer actor) { return new ThrowsShrapnel(this); } } class ThrowsShrapnel : INotifyKilled { readonly ThrowsShrapnelInfo info; public ThrowsShrapnel(ThrowsShrapnelInfo info) { this.info = info; } public void Killed(Actor self, AttackInfo attack) { foreach (var name in info.Weapons) { var wep = self.World.Map.Rules.Weapons[name.ToLowerInvariant()]; var pieces = self.World.SharedRandom.Next(info.Pieces[0], info.Pieces[1]); var range = self.World.SharedRandom.Next(info.Range[0].Length, info.Range[1].Length); for (var i = 0; pieces > i; i++) { var rotation = WRot.FromFacing(self.World.SharedRandom.Next(1024)); var args = new ProjectileArgs { Weapon = wep, Facing = self.World.SharedRandom.Next(-1, 255), DamageModifiers = self.TraitsImplementing() .Select(a => a.GetFirepowerModifier()).ToArray(), InaccuracyModifiers = self.TraitsImplementing() .Select(a => a.GetInaccuracyModifier()).ToArray(), Source = self.CenterPosition, SourceActor = self, PassiveTarget = self.CenterPosition + new WVec(range, 0, 0).Rotate(rotation) }; self.World.AddFrameEndTask(x => { if (args.Weapon.Projectile != null) { var projectile = args.Weapon.Projectile.Create(args); if (projectile != null) self.World.Add(projectile); if (args.Weapon.Report != null && args.Weapon.Report.Any()) Sound.Play(args.Weapon.Report.Random(self.World.SharedRandom), self.CenterPosition); } }); } } } } }