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.
99 lines
2.6 KiB
C#
99 lines
2.6 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 OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Traits
|
|
{
|
|
[Desc("Makes the unit automatically run around when taking damage.")]
|
|
class ScaredyCatInfo : ITraitInfo, Requires<MobileInfo>
|
|
{
|
|
[Desc("How long (in ticks) the actor should panic for.")]
|
|
public readonly int PanicLength = 25 * 10;
|
|
|
|
[Desc("Panic movement speed as a percentage of the normal speed.")]
|
|
public readonly int PanicSpeedModifier = 200;
|
|
|
|
[Desc("Chance (out of 100) the unit has to enter panic mode when attacked.")]
|
|
public readonly int AttackPanicChance = 20;
|
|
|
|
[SequenceReference(null, true)] public readonly string PanicSequencePrefix = "panic-";
|
|
|
|
public object Create(ActorInitializer init) { return new ScaredyCat(init.Self, this); }
|
|
}
|
|
|
|
class ScaredyCat : ITick, INotifyIdle, INotifyDamage, INotifyAttack, ISpeedModifier, ISync, IRenderInfantrySequenceModifier
|
|
{
|
|
readonly ScaredyCatInfo info;
|
|
readonly Mobile mobile;
|
|
[Sync] readonly Actor self;
|
|
[Sync] int panicStartedTick;
|
|
bool Panicking { get { return panicStartedTick > 0; } }
|
|
|
|
public bool IsModifyingSequence { get { return Panicking; } }
|
|
public string SequencePrefix { get { return info.PanicSequencePrefix; } }
|
|
|
|
public ScaredyCat(Actor self, ScaredyCatInfo info)
|
|
{
|
|
this.self = self;
|
|
this.info = info;
|
|
mobile = self.Trait<Mobile>();
|
|
}
|
|
|
|
public void Panic()
|
|
{
|
|
if (!Panicking)
|
|
self.CancelActivity();
|
|
|
|
panicStartedTick = self.World.WorldTick;
|
|
}
|
|
|
|
public void Tick(Actor self)
|
|
{
|
|
if (!Panicking)
|
|
return;
|
|
|
|
if (self.World.WorldTick >= panicStartedTick + info.PanicLength)
|
|
{
|
|
self.CancelActivity();
|
|
panicStartedTick = 0;
|
|
}
|
|
}
|
|
|
|
public void TickIdle(Actor self)
|
|
{
|
|
if (!Panicking)
|
|
return;
|
|
|
|
mobile.Nudge(self, self, true);
|
|
}
|
|
|
|
public void Damaged(Actor self, AttackInfo e)
|
|
{
|
|
if (e.Damage.Value > 0)
|
|
Panic();
|
|
}
|
|
|
|
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
|
|
{
|
|
if (self.World.SharedRandom.Next(100 / info.AttackPanicChance) == 0)
|
|
Panic();
|
|
}
|
|
|
|
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
|
|
|
|
public int GetSpeedModifier()
|
|
{
|
|
return Panicking ? info.PanicSpeedModifier : 100;
|
|
}
|
|
}
|
|
}
|