Files
OpenRA/OpenRA.Mods.Common/Activities/Demolish.cs
2020-11-06 22:02:24 +01:00

90 lines
2.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.Mods.Common.Effects;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
class Demolish : Enter
{
readonly int delay;
readonly int flashes;
readonly int flashesDelay;
readonly int flashInterval;
readonly BitSet<DamageType> damageTypes;
readonly INotifyDemolition[] notifiers;
readonly EnterBehaviour enterBehaviour;
Actor enterActor;
IDemolishable[] enterDemolishables;
public Demolish(Actor self, in Target target, EnterBehaviour enterBehaviour, int delay,
int flashes, int flashesDelay, int flashInterval, BitSet<DamageType> damageTypes)
: base(self, target, Color.Crimson)
{
notifiers = self.TraitsImplementing<INotifyDemolition>().ToArray();
this.delay = delay;
this.flashes = flashes;
this.flashesDelay = flashesDelay;
this.flashInterval = flashInterval;
this.damageTypes = damageTypes;
this.enterBehaviour = enterBehaviour;
}
protected override bool TryStartEnter(Actor self, Actor targetActor)
{
enterActor = targetActor;
enterDemolishables = targetActor.TraitsImplementing<IDemolishable>().ToArray();
// Make sure we can still demolish the target before entering
// (but not before, because this may stop the actor in the middle of nowhere)
if (!enterDemolishables.Any(i => i.IsValidTarget(enterActor, self)))
{
Cancel(self, true);
return false;
}
return true;
}
protected override void OnEnterComplete(Actor self, Actor targetActor)
{
self.World.AddFrameEndTask(w =>
{
// Make sure the target hasn't changed while entering
// OnEnterComplete is only called if targetActor is alive
if (targetActor != enterActor)
return;
if (!enterDemolishables.Any(i => i.IsValidTarget(enterActor, self)))
return;
w.Add(new FlashTarget(enterActor, count: flashes, delay: flashesDelay, interval: flashInterval));
foreach (var ind in notifiers)
ind.Demolishing(self);
foreach (var d in enterDemolishables)
d.Demolish(enterActor, self, delay, damageTypes);
if (enterBehaviour == EnterBehaviour.Dispose)
self.Dispose();
else if (enterBehaviour == EnterBehaviour.Suicide)
self.Kill(self);
});
}
}
}