Files
OpenRA/OpenRA.Mods.RA/TakeCover.cs

83 lines
2.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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.GameRules;
using OpenRA.Traits;
using OpenRA.Mods.RA.Render;
namespace OpenRA.Mods.RA
{
class TakeCoverInfo : TraitInfo<TakeCover>, ITraitPrerequisite<RenderInfantryInfo> { }
// infantry prone behavior
class TakeCover : ITick, INotifyDamage, IDamageModifier, ISpeedModifier, ISync
{
const int defaultProneTime = 100; /* ticks, =4s */
const float proneDamage = .5f;
const decimal proneSpeed = .5m;
[Sync]
int remainingProneTime = 0;
public bool IsProne { get { return remainingProneTime > 0; } }
public void Damaged(Actor self, AttackInfo e)
{
if (e.Damage > 0) /* Don't go prone when healed */
{
if (e.Warhead == null || !e.Warhead.PreventProne)
remainingProneTime = defaultProneTime;
}
}
public void Tick(Actor self)
{
if (!IsProne)
return;
remainingProneTime--;
var ri = self.Trait<RenderInfantry>();
// Mobile.IsMoving isn't set to true until after the first move tick
// so we need a hack here to prevent a single frame of stand state
if (IsProne && (ri.State == RenderInfantry.AnimationState.Idle ||
ri.State == RenderInfantry.AnimationState.Waiting ||
ri.anim.CurrentSequence.Name == "stand"))
ri.anim.PlayFetchIndex("crawl", () => 0);
else if (!IsProne && (ri.State == RenderInfantry.AnimationState.Idle ||
ri.State == RenderInfantry.AnimationState.Waiting ||
ri.anim.CurrentSequence.Name == "stand"))
ri.anim.Play("stand");
if (ri.anim.CurrentSequence.Name == "run" && IsProne)
ri.anim.ReplaceAnim("crawl");
else if (ri.anim.CurrentSequence.Name == "crawl" && !IsProne)
ri.anim.ReplaceAnim("run");
if (ri.anim.CurrentSequence.Name == "shoot" && IsProne)
ri.anim.ReplaceAnim("prone-shoot");
else if (ri.anim.CurrentSequence.Name == "prone-shoot" && !IsProne)
ri.anim.ReplaceAnim("shoot");
}
public float GetDamageModifier(Actor attacker, WarheadInfo warhead )
{
return IsProne ? proneDamage : 1f;
}
public decimal GetSpeedModifier()
{
return IsProne ? proneSpeed : 1m;
}
}
}