Files
OpenRA/OpenRa.Game/Traits/Crate.cs

72 lines
2.2 KiB
C#

using System.Collections.Generic;
using System.Linq;
using OpenRa.Effects;
using OpenRa.Traits;
/*
* Crates left to implement:
Armor=10,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier)
Cloak=0,STEALTH2 ; enable cloaking on nearby objects
Darkness=1,EMPULSE ; cloak entire radar map
Explosion=5,NONE,500 ; high explosive baddie (damage per explosion)
Firepower=10,FPOWER,2.0 ; firepower of nearby objects increased (firepower multiplier)
HealBase=1,INVUN ; all buildings to full strength
ICBM=1,MISSILE2 ; nuke missile one time shot
Money=50,DOLLAR,2000 ; a chunk o' cash (maximum cash)
Napalm=5,NONE,600 ; fire explosion baddie (damage)
ParaBomb=3,PARABOX ; para-bomb raid one time shot
Reveal=1,EARTH ; reveal entire radar map
Sonar=3,SONARBOX ; one time sonar pulse
Squad=20,NONE ; squad of random infantry
Unit=20,NONE ; vehicle
Invulnerability=3,INVULBOX,1.0 ; invulnerability (duration in minutes)
TimeQuake=3,TQUAKE ; time quake
*/
namespace OpenRa.Traits
{
class CrateInfo : ITraitInfo
{
public readonly int Lifetime = 5; // Seconds
public object Create(Actor self) { return new Crate(self); }
}
class Crate : ICrushable, IOccupySpace, ITick
{
readonly Actor self;
int ticks;
public Crate(Actor self)
{
this.self = self;
self.World.WorldActor.traits.Get<UnitInfluence>().Add(self, this);
}
public void OnCrush(Actor crusher)
{
// TODO: Pick one randomly
self.traits.WithInterface<ICrateAction>().First().Activate(crusher);
self.World.AddFrameEndTask(w => w.Remove(self));
}
public bool IsPathableCrush(UnitMovementType umt, Player player)
{
return true;
}
public bool IsCrushableBy(UnitMovementType umt, Player player)
{
return true;
}
public IEnumerable<int2> OccupiedCells() { yield return self.Location; }
public void Tick(Actor self)
{
if (++ticks >= self.Info.Traits.Get<CrateInfo>().Lifetime * 25)
{
self.World.AddFrameEndTask(w => w.Remove(self));
}
}
}
}