Per issue #7028, infiltrating or demolishing a building will now cause an infantry unit to decloak (if it has a cloak ability). This behaviour is configurable (defaults to true in both cases) using the DecloakOnInfiltrate and DecloakOnDemolish options.
50 lines
1.1 KiB
C#
50 lines
1.1 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 OpenRA.Activities;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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using OpenRA.Mods.RA.Traits;
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namespace OpenRA.Mods.RA.Activities
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{
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class Infiltrate : Enter
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{
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readonly Actor target;
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readonly Cloak cloak;
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public Infiltrate(Actor self, Actor target)
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: base(self, target)
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{
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this.target = target;
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cloak = self.TraitOrDefault<Cloak>();
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}
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protected override void OnInside(Actor self)
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{
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if (target.IsDead || target.Owner == self.Owner)
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return;
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if (cloak != null && cloak.Info.UncloakOnInfiltrate)
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cloak.Uncloak();
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foreach (var t in target.TraitsImplementing<INotifyInfiltrated>())
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t.Infiltrated(target, self);
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self.Destroy();
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if (target.HasTrait<Building>())
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Sound.PlayToPlayer(self.Owner, "bldginf1.aud");
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}
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}
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}
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