#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 OpenRA.Mods.Common.Effects; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Can be paradropped by a ParaDrop actor.")] class ParachutableInfo : ITraitInfo { [Desc("If we land on invalid terrain for my actor type should we be killed?")] public readonly bool KilledOnImpassableTerrain = true; [Desc("Group where Ground/WaterCorpseSequence is looked up.")] public readonly string CorpseSequenceCollection = "explosion"; public readonly string GroundImpactSound = null; [SequenceReference("CorpseSequenceCollection")] public readonly string GroundCorpseSequence = "corpse"; public readonly string GroundCorpsePalette = "effect"; public readonly string WaterImpactSound = null; [SequenceReference("CorpseSequenceCollection")] public readonly string WaterCorpseSequence = null; public readonly string WaterCorpsePalette = "effect"; public readonly string ParachuteSequence = null; [SequenceReference("ParachuteSequence")] public readonly string ParachuteOpenSequence = null; [SequenceReference("ParachuteSequence")] public readonly string ParachuteIdleSequence = null; [Desc("Optional, otherwise defaults to the palette the actor is using.")] public readonly string ParachutePalette = null; [Desc("Used to clone the actor with this palette and render it with a visual offset below.")] public readonly string ParachuteShadowPalette = "shadow"; public readonly WVec ParachuteOffset = WVec.Zero; public readonly int FallRate = 13; [Desc("Alternative to ParachuteShadowPalette which disables it and allows to set a custom sprite sequence instead.")] public readonly string ShadowSequence = null; [Desc("Optional, otherwise defaults to the palette the actor is using.")] public readonly string ShadowPalette = null; public object Create(ActorInitializer init) { return new Parachutable(init, this); } } class Parachutable : INotifyParachuteLanded { readonly Actor self; readonly ParachutableInfo info; readonly IPositionable positionable; public Parachutable(ActorInitializer init, ParachutableInfo info) { this.self = init.Self; this.info = info; positionable = self.TraitOrDefault(); } public void OnLanded() { if (!info.KilledOnImpassableTerrain) return; if (positionable.CanEnterCell(self.Location, self)) return; var terrain = self.World.Map.GetTerrainInfo(self.Location); var sound = terrain.IsWater ? info.WaterImpactSound : info.GroundImpactSound; Sound.Play(sound, self.CenterPosition); var sequence = terrain.IsWater ? info.WaterCorpseSequence : info.GroundCorpseSequence; var palette = terrain.IsWater ? info.WaterCorpsePalette : info.GroundCorpsePalette; if (sequence != null && palette != null) self.World.AddFrameEndTask(w => w.Add(new Explosion(w, self.OccupiesSpace.CenterPosition, sequence, palette))); self.Kill(self); } } }