Files
OpenRA/OpenRA.Mods.D2k/Traits/Buildings/DamagedWithoutFoundation.cs
2015-09-05 16:59:30 -05:00

77 lines
2.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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 System.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.D2k.Traits
{
[Desc("Reduces health points over time when the actor is placed on unsafe terrain.")]
class DamagedWithoutFoundationInfo : ITraitInfo, Requires<HealthInfo>
{
[WeaponReference]
public readonly string Weapon = "weathering";
public readonly HashSet<string> SafeTerrain = new HashSet<string> { "Concrete" };
public readonly int DamageThreshold = 50;
public object Create(ActorInitializer init) { return new DamagedWithoutFoundation(init.Self, this); }
}
class DamagedWithoutFoundation : ITick, ISync, INotifyAddedToWorld
{
readonly DamagedWithoutFoundationInfo info;
readonly Health health;
readonly WeaponInfo weapon;
[Sync] int damageThreshold = 100;
[Sync] int damageTicks;
public DamagedWithoutFoundation(Actor self, DamagedWithoutFoundationInfo info)
{
this.info = info;
health = self.Trait<Health>();
weapon = self.World.Map.Rules.Weapons[info.Weapon.ToLowerInvariant()];
}
public void AddedToWorld(Actor self)
{
var safeTiles = 0;
var totalTiles = 0;
foreach (var kv in self.OccupiesSpace.OccupiedCells())
{
totalTiles++;
if (info.SafeTerrain.Contains(self.World.Map.GetTerrainInfo(kv.First).Type))
safeTiles++;
}
if (totalTiles > 0)
damageThreshold = (info.DamageThreshold * health.MaxHP + (100 - info.DamageThreshold) * safeTiles * health.MaxHP / totalTiles) / 100;
else
damageThreshold = health.HP;
// Actors start with maximum damage applied
var delta = health.HP - damageThreshold;
if (delta > 0)
health.InflictDamage(self, self.World.WorldActor, delta, null, false);
}
public void Tick(Actor self)
{
if (health.HP <= damageThreshold || --damageTicks > 0)
return;
weapon.Impact(Target.FromActor(self), self.World.WorldActor, Enumerable.Empty<int>());
damageTicks = weapon.ReloadDelay;
}
}
}