Files
OpenRA/OpenRA.Mods.Common/Traits/DamagedByTerrain.cs
Matthias Mailänder 5b61206ac6 Merge pull request #11513 from GraionDilach/idamage
Remove passing the warheads from DamageWarhead to AttackInfo.
2016-07-16 14:26:43 +02:00

94 lines
2.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("This actor receives damage from the given weapon when on the specified terrain type.")]
class DamagedByTerrainInfo : UpgradableTraitInfo, IRulesetLoaded, Requires<HealthInfo>
{
[Desc("The weapon which is used to damage the actor.")]
[WeaponReference, FieldLoader.Require] public readonly string Weapon;
[Desc("Terrain types where the actor will take damage.")]
[FieldLoader.Require] public readonly string[] Terrain = { };
[Desc("Percentage health below which the actor will not receive further damage.")]
public readonly int DamageThreshold = 0;
[Desc("Inflict damage down to the DamageThreshold when the actor gets created on damaging terrain.")]
public readonly bool StartOnThreshold = false;
public WeaponInfo WeaponInfo { get; private set; }
public override object Create(ActorInitializer init) { return new DamagedByTerrain(init.Self, this); }
public void RulesetLoaded(Ruleset rules, ActorInfo ai) { WeaponInfo = rules.Weapons[Weapon.ToLowerInvariant()]; }
}
class DamagedByTerrain : UpgradableTrait<DamagedByTerrainInfo>, ITick, ISync, INotifyAddedToWorld
{
readonly Health health;
[Sync] int damageTicks;
[Sync] int damageThreshold;
public DamagedByTerrain(Actor self, DamagedByTerrainInfo info) : base(info)
{
health = self.Trait<Health>();
}
public void AddedToWorld(Actor self)
{
if (!Info.StartOnThreshold)
return;
var safeTiles = 0;
var totalTiles = 0;
foreach (var kv in self.OccupiesSpace.OccupiedCells())
{
totalTiles++;
if (!Info.Terrain.Contains(self.World.Map.GetTerrainInfo(kv.First).Type))
safeTiles++;
}
if (totalTiles == 0)
return;
damageThreshold = (Info.DamageThreshold * health.MaxHP + (100 - Info.DamageThreshold) * safeTiles * health.MaxHP / totalTiles) / 100;
// Actors start with maximum damage applied
var delta = health.HP - damageThreshold;
if (delta > 0)
health.InflictDamage(self, self.World.WorldActor, new Damage(delta), false);
}
public void Tick(Actor self)
{
if (IsTraitDisabled || health.HP <= damageThreshold || --damageTicks > 0)
return;
// Prevents harming cargo.
if (!self.IsInWorld)
return;
var t = self.World.Map.GetTerrainInfo(self.Location);
if (!Info.Terrain.Contains(t.Type))
return;
Info.WeaponInfo.Impact(Target.FromActor(self), self.World.WorldActor, Enumerable.Empty<int>());
damageTicks = Info.WeaponInfo.ReloadDelay;
}
}
}