Files
OpenRA/OpenRA.Mods.RA/Activities/Infiltrate.cs
David Russell 5e2df2c39a Decloak on demolish and infiltrate
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.
2014-12-16 22:25:49 +00:00

50 lines
1.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Activities;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
using OpenRA.Mods.RA.Traits;
namespace OpenRA.Mods.RA.Activities
{
class Infiltrate : Enter
{
readonly Actor target;
readonly Cloak cloak;
public Infiltrate(Actor self, Actor target)
: base(self, target)
{
this.target = target;
cloak = self.TraitOrDefault<Cloak>();
}
protected override void OnInside(Actor self)
{
if (target.IsDead || target.Owner == self.Owner)
return;
if (cloak != null && cloak.Info.UncloakOnInfiltrate)
cloak.Uncloak();
foreach (var t in target.TraitsImplementing<INotifyInfiltrated>())
t.Infiltrated(target, self);
self.Destroy();
if (target.HasTrait<Building>())
Sound.PlayToPlayer(self.Owner, "bldginf1.aud");
}
}
}