Files
OpenRA/OpenRA.Mods.Common/Traits/FireWarheads.cs

87 lines
2.3 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Linq;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Detonate defined warheads at the current location at a set interval.")]
public class FireWarheadsInfo : PausableConditionalTraitInfo, Requires<IOccupySpaceInfo>, IRulesetLoaded
{
[WeaponReference]
[FieldLoader.Require]
[Desc("Weapons to fire.")]
public readonly string[] Weapons = Array.Empty<string>();
[Desc("How long (in ticks) to wait before the first detonation.")]
public readonly int StartCooldown = 0;
[Desc("How long (in ticks) to wait after a detonation.")]
public readonly int Interval = 1;
public override object Create(ActorInitializer init) { return new FireWarheads(this); }
public WeaponInfo[] WeaponInfos { get; private set; }
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();
}
}
public class FireWarheads : PausableConditionalTrait<FireWarheadsInfo>, ITick
{
[Sync]
int cooldown = 0;
public FireWarheads(FireWarheadsInfo info)
: base(info)
{
cooldown = info.StartCooldown;
}
void ITick.Tick(Actor self)
{
if (IsTraitDisabled || IsTraitPaused)
return;
if (cooldown > 0)
cooldown--;
else
{
cooldown = Info.Interval;
foreach (var wep in Info.WeaponInfos)
{
wep.Impact(Target.FromPos(self.CenterPosition), self);
if (wep.Report != null && wep.Report.Length > 0)
Game.Sound.Play(SoundType.World, wep.Report, self.World, self.CenterPosition);
}
}
}
protected override void TraitDisabled(Actor self)
{
cooldown = Info.StartCooldown;
}
}
}