Changes included: Warhead code split out of weapon code and refactored. Warhead functionality now split into several classes, each handling one effect/impact. Additional custom warheads can now be defined and called via yaml. Custom warheads inherit the abstract class Warhead, which provides target check functions. Custom warheads have to define their own impact functions, and can also define their own replacement for check functions.
65 lines
1.8 KiB
C#
65 lines
1.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class ExplodesInfo : ITraitInfo
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{
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[WeaponReference]
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public readonly string Weapon = "UnitExplode";
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[WeaponReference]
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public readonly string EmptyWeapon = "UnitExplode";
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public readonly int Chance = 100;
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public readonly string[] InfDeath = null;
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public object Create(ActorInitializer init) { return new Explodes(this); }
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}
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class Explodes : INotifyKilled
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{
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readonly ExplodesInfo explodesInfo;
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public Explodes(ExplodesInfo info) { explodesInfo = info; }
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public void Killed(Actor self, AttackInfo e)
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{
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if (!self.IsInWorld)
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return;
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if (self.World.SharedRandom.Next(100) > explodesInfo.Chance)
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return;
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if (explodesInfo.InfDeath != null && e.Warhead != null && !explodesInfo.InfDeath.Contains(e.Warhead.InfDeath))
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return;
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var weaponName = ChooseWeaponForExplosion(self);
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if (weaponName != null)
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{
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var weapon = e.Attacker.World.Map.Rules.Weapons[weaponName.ToLowerInvariant()];
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if (weapon.Report != null && weapon.Report.Any())
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Sound.Play(weapon.Report.Random(e.Attacker.World.SharedRandom), self.CenterPosition);
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weapon.Impact(self.CenterPosition, e.Attacker, 1f);
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}
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}
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string ChooseWeaponForExplosion(Actor self)
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{
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var shouldExplode = self.TraitsImplementing<IExplodeModifier>().All(a => a.ShouldExplode(self));
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return shouldExplode ? explodesInfo.Weapon : explodesInfo.EmptyWeapon;
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}
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}
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}
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