Weapons are now defined with the Armament trait and turret parameters live in Turreted. This has the side effect of allowing any number and distribution of weapons and turrets.
73 lines
2.0 KiB
C#
73 lines
2.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Traits;
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using OpenRA.Mods.RA.Move;
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namespace OpenRA.Mods.RA
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{
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public class LeavesHuskInfo : ITraitInfo
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{
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[ActorReference]
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public readonly string HuskActor = null;
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public object Create( ActorInitializer init ) { return new LeavesHusk(this); }
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}
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public class LeavesHusk : INotifyKilled
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{
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LeavesHuskInfo Info;
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public LeavesHusk(LeavesHuskInfo info)
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{
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Info = info;
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}
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public void Killed(Actor self, AttackInfo e)
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{
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self.World.AddFrameEndTask(w =>
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{
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var td = new TypeDictionary()
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{
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new LocationInit( self.Location ),
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new CenterLocationInit(self.CenterLocation),
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new OwnerInit( self.Owner ),
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new SkipMakeAnimsInit()
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};
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// Allows the husk to drag to its final position
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var mobile = self.TraitOrDefault<Mobile>();
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if (mobile != null)
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{
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if (!mobile.CanEnterCell(self.Location, self, false)) return;
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td.Add(new HuskSpeedInit(mobile.MovementSpeedForCell(self, self.Location)));
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}
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var facing = self.TraitOrDefault<IFacing>();
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if (facing != null)
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td.Add(new FacingInit( facing.Facing ));
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// TODO: This will only take the first turret if there are multiple
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// This isn't a problem with the current units, but may be a problem for mods
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var turreted = self.TraitsImplementing<Turreted>().FirstOrDefault();
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if (turreted != null)
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td.Add( new TurretFacingInit(turreted.turretFacing) );
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var huskActor = self.TraitsImplementing<IHuskModifier>()
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.Select(ihm => ihm.HuskActor(self))
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.FirstOrDefault(a => a != null);
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w.CreateActor(huskActor ?? Info.HuskActor, td);
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});
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}
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}
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}
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