#region Copyright & License Information /* * Copyright 2007-2021 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 System.IO; using System.Linq; using OpenRA.Mods.Common.Terrain; using OpenRA.Mods.Common.Traits; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.D2k.Traits.Buildings { public class D2kBuildingInfo : BuildingInfo { [Desc("Amount of damage received per DamageInterval ticks.")] public readonly int Damage = 500; [Desc("Delay between receiving damage.")] public readonly int DamageInterval = 100; [Desc("Apply the damage using these damagetypes.")] public readonly BitSet DamageTypes = default(BitSet); [Desc("Terrain types where the actor will take damage.")] public readonly string[] DamageTerrainTypes = { "Rock" }; [Desc("Percentage health below which the actor will not receive further damage.")] public readonly int DamageThreshold = 50; [Desc("Inflict damage down to the DamageThreshold when the actor gets created on damaging terrain.")] public readonly bool StartOnThreshold = true; [Desc("The terrain template to place when adding a concrete foundation. " + "If the template is PickAny, then the actor footprint will be filled with this tile.")] public readonly ushort ConcreteTemplate = 88; [Desc("List of required prerequisites to place a terrain template.")] public readonly string[] ConcretePrerequisites = Array.Empty(); public override object Create(ActorInitializer init) { return new D2kBuilding(init, this); } } public class D2kBuilding : Building, ITick, INotifyCreated { readonly D2kBuildingInfo info; BuildableTerrainLayer layer; IHealth health; int safeTiles; int totalTiles; int damageThreshold; int damageTicks; TechTree techTree; BuildingInfluence bi; public D2kBuilding(ActorInitializer init, D2kBuildingInfo info) : base(init, info) { this.info = info; } void INotifyCreated.Created(Actor self) { health = self.TraitOrDefault(); layer = self.World.WorldActor.TraitOrDefault(); bi = self.World.WorldActor.Trait(); techTree = self.Owner.PlayerActor.TraitOrDefault(); } protected override void AddedToWorld(Actor self) { base.AddedToWorld(self); if (layer != null && (info.ConcretePrerequisites.Length == 0 || techTree == null || techTree.HasPrerequisites(info.ConcretePrerequisites))) { var map = self.World.Map; if (!(self.World.Map.Rules.TerrainInfo is ITemplatedTerrainInfo terrainInfo)) throw new InvalidDataException("D2kBuilding requires a template-based tileset."); var template = terrainInfo.Templates[info.ConcreteTemplate]; if (template.PickAny) { // Fill the footprint with random variants foreach (var c in info.Tiles(self.Location)) { // Only place on allowed terrain types if (!map.Contains(c) || map.CustomTerrain[c] != byte.MaxValue || !info.TerrainTypes.Contains(map.GetTerrainInfo(c).Type)) continue; // Don't place under other buildings (or their bib) if (bi.GetBuildingsAt(c).Any(a => a != self)) continue; var index = Game.CosmeticRandom.Next(template.TilesCount); layer.AddTile(c, new TerrainTile(template.Id, (byte)index)); } } else { for (var i = 0; i < template.TilesCount; i++) { var c = self.Location + new CVec(i % template.Size.X, i / template.Size.X); // Only place on allowed terrain types if (!map.Contains(c) || map.CustomTerrain[c] != byte.MaxValue || !info.TerrainTypes.Contains(map.GetTerrainInfo(c).Type)) continue; // Don't place under other buildings (or their bib) if (bi.GetBuildingsAt(c).Any(a => a != self)) continue; layer.AddTile(c, new TerrainTile(template.Id, (byte)i)); } } } if (health == null) return; foreach (var kv in self.OccupiesSpace.OccupiedCells()) { totalTiles++; if (!info.DamageTerrainTypes.Contains(self.World.Map.GetTerrainInfo(kv.Cell).Type)) safeTiles++; } if (totalTiles == 0 || totalTiles == safeTiles) return; // Cast to long to avoid overflow when multiplying by the health damageThreshold = (int)((info.DamageThreshold * (long)health.MaxHP + (100 - info.DamageThreshold) * safeTiles * (long)health.MaxHP / totalTiles) / 100); if (!info.StartOnThreshold) return; // Start with maximum damage applied, ignoring modifiers like player handicap var delta = health.HP - damageThreshold; if (delta > 0) health.InflictDamage(self, self.World.WorldActor, new Damage(delta, info.DamageTypes), true); } void ITick.Tick(Actor self) { if (totalTiles == safeTiles || health.HP <= damageThreshold || --damageTicks > 0) return; // Terrain damage should not change with modifiers like player handicap health.InflictDamage(self, self.World.WorldActor, new Damage(info.Damage, info.DamageTypes), true); damageTicks = info.DamageInterval; } } }