#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.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 : ConditionalTraitInfo, IRulesetLoaded { [WeaponReference] [FieldLoader.Require] [Desc("The weapons used for shrapnel.")] public readonly string[] Weapons = { }; [Desc("The amount of pieces of shrapnel to expel. Two values indicate a range.")] public readonly int[] Pieces = { 3, 10 }; [Desc("The minimum and maximum distances the shrapnel may travel.")] public readonly WDist[] Range = { WDist.FromCells(2), WDist.FromCells(5) }; public WeaponInfo[] WeaponInfos { get; private set; } public override object Create(ActorInitializer actor) { return new ThrowsShrapnel(this); } public override void RulesetLoaded(Ruleset rules, ActorInfo ai) { base.RulesetLoaded(rules, ai); WeaponInfos = Weapons.Select(w => { var weaponToLower = w.ToLowerInvariant(); if (!rules.Weapons.TryGetValue(weaponToLower, out var weapon)) throw new YamlException($"Weapons Ruleset does not contain an entry '{weaponToLower}'"); return weapon; }).ToArray(); } } class ThrowsShrapnel : ConditionalTrait, INotifyKilled { public ThrowsShrapnel(ThrowsShrapnelInfo info) : base(info) { } public void Killed(Actor self, AttackInfo attack) { if (IsTraitDisabled) return; foreach (var wep in Info.WeaponInfos) { 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.FromYaw(new WAngle(self.World.SharedRandom.Next(1024))); var args = new ProjectileArgs { Weapon = wep, Facing = new WAngle(self.World.SharedRandom.Next(1024)), CurrentMuzzleFacing = () => WAngle.Zero, DamageModifiers = self.TraitsImplementing() .Select(a => a.GetFirepowerModifier()).ToArray(), InaccuracyModifiers = self.TraitsImplementing() .Select(a => a.GetInaccuracyModifier()).ToArray(), RangeModifiers = self.TraitsImplementing() .Select(a => a.GetRangeModifier()).ToArray(), Source = self.CenterPosition, CurrentSource = () => 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()) Game.Sound.Play(SoundType.World, args.Weapon.Report, self.World, self.CenterPosition); } }); } } } } }