Files
OpenRA/OpenRA.Mods.Common/Traits/Explodes.cs
Zimmermann Gyula cf8fff2b99 Remove passing the warheads from DamageWarhead to AttackInfo.
Added a Damage class to pass damage value and damage(types) instead.
This removes a great amount of overhead and longterm opens possibilities to have damagetypes without warheads.
2016-07-12 10:09:49 +02:00

103 lines
3.3 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.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.Common.Warheads;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("This actor explodes when killed.")]
public class ExplodesInfo : ITraitInfo, IRulesetLoaded, Requires<HealthInfo>
{
[WeaponReference, FieldLoader.Require, Desc("Weapon to use for explosion if ammo/payload is loaded.")]
public readonly string Weapon = "UnitExplode";
[WeaponReference, Desc("Weapon to use for explosion if no ammo/payload is loaded.")]
public readonly string EmptyWeapon = "UnitExplode";
[Desc("Chance that the explosion will use Weapon if the actor has ammo/payload.")]
public readonly int LoadedChance = 100;
[Desc("Chance that this actor will explode at all.")]
public readonly int Chance = 100;
[Desc("Health level at which actor will explode.")]
public readonly int DamageThreshold = 0;
[Desc("DeathType(s) that trigger the explosion. Leave empty to always trigger an explosion.")]
public readonly HashSet<string> DeathTypes = new HashSet<string>();
public WeaponInfo WeaponInfo { get; private set; }
public WeaponInfo EmptyWeaponInfo { get; private set; }
public object Create(ActorInitializer init) { return new Explodes(this, init.Self); }
public void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
WeaponInfo = string.IsNullOrEmpty(Weapon) ? null : rules.Weapons[Weapon.ToLowerInvariant()];
EmptyWeaponInfo = string.IsNullOrEmpty(EmptyWeapon) ? null : rules.Weapons[EmptyWeapon.ToLowerInvariant()];
}
}
public class Explodes : INotifyKilled, INotifyDamage
{
readonly ExplodesInfo info;
readonly Health health;
public Explodes(ExplodesInfo info, Actor self)
{
this.info = info;
health = self.Trait<Health>();
}
public void Killed(Actor self, AttackInfo e)
{
if (!self.IsInWorld)
return;
if (self.World.SharedRandom.Next(100) > info.Chance)
return;
if (info.DeathTypes.Count > 0 && !e.Damage.DamageTypes.Overlaps(info.DeathTypes))
return;
var weapon = ChooseWeaponForExplosion(self);
if (weapon == null)
return;
if (weapon.Report != null && weapon.Report.Any())
Game.Sound.Play(weapon.Report.Random(e.Attacker.World.SharedRandom), self.CenterPosition);
// Use .FromPos since this actor is killed. Cannot use Target.FromActor
weapon.Impact(Target.FromPos(self.CenterPosition), e.Attacker, Enumerable.Empty<int>());
}
WeaponInfo ChooseWeaponForExplosion(Actor self)
{
var shouldExplode = self.TraitsImplementing<IExplodeModifier>().All(a => a.ShouldExplode(self));
var useFullExplosion = self.World.SharedRandom.Next(100) <= info.LoadedChance;
return (shouldExplode && useFullExplosion) ? info.WeaponInfo : info.EmptyWeaponInfo;
}
public void Damaged(Actor self, AttackInfo e)
{
if (info.DamageThreshold == 0)
return;
if (health.HP * 100 < info.DamageThreshold * health.MaxHP)
self.World.AddFrameEndTask(w => self.Kill(e.Attacker));
}
}
}