128 lines
3.5 KiB
C#
128 lines
3.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Linq;
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namespace OpenRA.Traits
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{
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class RenderBuildingWallInfo : RenderBuildingInfo
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{
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public readonly int DamageStates = 2;
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public override object Create(Actor self) { return new RenderBuildingWall(self); }
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}
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class RenderBuildingWall : RenderBuilding
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{
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string seqName;
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int damageStates;
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Actor self;
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public RenderBuildingWall(Actor self)
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: base(self)
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{
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seqName = "idle";
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this.self = self;
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this.damageStates = self.Info.Traits.Get<RenderBuildingWallInfo>().DamageStates;
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}
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enum ExtendedDamageState { Normal, ThreeQuarter, Half, Quarter, Dead };
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ExtendedDamageState GetExtendedState( Actor self, int damage )
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{
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var effectiveHealth = self.Health + damage;
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if (effectiveHealth <= 0)
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return ExtendedDamageState.Dead;
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if (effectiveHealth < self.GetMaxHP() * Rules.General.ConditionRed)
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return ExtendedDamageState.Quarter;
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if (effectiveHealth < self.GetMaxHP() * Rules.General.ConditionYellow)
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return ExtendedDamageState.Half;
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if (effectiveHealth < self.GetMaxHP() * 0.75)
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return ExtendedDamageState.ThreeQuarter;
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return ExtendedDamageState.Normal;
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}
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public override void Damaged(Actor self, AttackInfo e)
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{
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var oldState = GetExtendedState(self, e.Damage);
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var newState = GetExtendedState(self, 0);
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if (oldState == newState) return;
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switch (newState)
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{
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case ExtendedDamageState.Normal:
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seqName = "idle";
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break;
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case ExtendedDamageState.ThreeQuarter:
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if (damageStates >= 4)
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seqName = "minor-damaged-idle";
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break;
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case ExtendedDamageState.Half:
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seqName = "damaged-idle";
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Sound.Play(self.Info.Traits.Get<BuildingInfo>().DamagedSound);
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break;
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case ExtendedDamageState.Quarter:
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if (damageStates >= 3)
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{
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seqName = "critical-idle";
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Sound.Play(self.Info.Traits.Get<BuildingInfo>().DamagedSound);
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}
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break;
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}
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}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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// TODO: This only needs updating when a wall is built or destroyed
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int index = NearbyWalls( self.Location );
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anim.PlayFetchIndex(seqName, () => index);
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}
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bool IsWall( int x, int y)
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{
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return self.World.Queries.WithTrait<Wall>().Any(a => (a.Actor.Info.Name == self.Info.Name && a.Actor.Location.X == x && a.Actor.Location.Y == y));
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}
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int NearbyWalls( int2 xy )
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{
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int ret = 0;
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if( IsWall( xy.X, xy.Y - 1 ) )
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ret |= 1;
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if( IsWall( xy.X + 1, xy.Y ) )
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ret |= 2;
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if( IsWall( xy.X, xy.Y + 1 ) )
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ret |= 4;
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if( IsWall( xy.X - 1, xy.Y ) )
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ret |= 8;
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return ret;
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}
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}
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}
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