#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 OpenRA.Traits;
using OpenRA.Traits.Activities;
using OpenRA.Mods.RA.Effects;
namespace OpenRA.Mods.RA
{
public class RenderInfantryInfo : RenderSimpleInfo
{
public override object Create(ActorInitializer init) { return new RenderInfantry(init.self); }
}
public class RenderInfantry : RenderSimple, INotifyAttack, INotifyDamage
{
public RenderInfantry(Actor self)
: base(self, () => self.traits.Get().Facing)
{
anim.Play("stand");
}
bool ChooseMoveAnim(Actor self)
{
if (!(self.GetCurrentActivity() is Move))
return false;
var mobile = self.traits.Get();
if (float2.WithinEpsilon(self.CenterLocation, Util.CenterOfCell(mobile.toCell), 2)) return false;
var seq = IsProne(self) ? "crawl" : "run";
if (anim.CurrentSequence.Name != seq)
anim.PlayRepeating(seq);
return true;
}
bool inAttack = false;
bool IsProne(Actor self)
{
var takeCover = self.traits.GetOrDefault();
return takeCover != null && takeCover.IsProne;
}
public void Attacking(Actor self)
{
inAttack = true;
var seq = IsProne(self) ? "prone-shoot" : "shoot";
if (anim.HasSequence(seq))
anim.PlayThen(seq, () => inAttack = false);
else if (anim.HasSequence("heal"))
anim.PlayThen("heal", () => inAttack = false);
}
public override void Tick(Actor self)
{
base.Tick(self);
if (inAttack) return;
if (ChooseMoveAnim(self)) return;
/* todo: idle anims, etc */
if (IsProne(self))
anim.PlayFetchIndex("crawl", () => 0); /* what a hack. */
else
anim.Play("stand");
}
public void Damaged(Actor self, AttackInfo e)
{
if (e.DamageState == DamageState.Dead)
{
var death = e.Warhead != null ? e.Warhead.InfDeath : 0;
Sound.PlayVoice("Die", self);
self.World.AddFrameEndTask(w => w.Add(new Corpse(self, death)));
}
}
}
}