Files
OpenRA/OpenRA.Mods.RA/Traits/Chronoshiftable.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

166 lines
4.8 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.Drawing;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Activities;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("Can be teleported via Chronoshift power.")]
public class ChronoshiftableInfo : ITraitInfo
{
[Desc("Should the actor die instead of being teleported?")]
public readonly bool ExplodeInstead = false;
public readonly string ChronoshiftSound = "chrono2.aud";
[Desc("Should the actor return to its previous location after the chronoshift wore out?")]
public readonly bool ReturnToOrigin = true;
[Desc("The color the bar of the 'return-to-origin' logic has.")]
public readonly Color TimeBarColor = Color.White;
public object Create(ActorInitializer init) { return new Chronoshiftable(init, this); }
}
public class Chronoshiftable : ITick, ISync, ISelectionBar, IDeathActorInitModifier, INotifyCreated
{
readonly ChronoshiftableInfo info;
readonly Actor self;
Actor chronosphere;
bool killCargo;
int duration;
IPositionable iPositionable;
// Return-to-origin logic
[Sync] public CPos Origin;
[Sync] public int ReturnTicks = 0;
public Chronoshiftable(ActorInitializer init, ChronoshiftableInfo info)
{
this.info = info;
self = init.Self;
if (init.Contains<ChronoshiftReturnInit>())
ReturnTicks = init.Get<ChronoshiftReturnInit, int>();
if (init.Contains<ChronoshiftOriginInit>())
Origin = init.Get<ChronoshiftOriginInit, CPos>();
if (init.Contains<ChronoshiftChronosphereInit>())
chronosphere = init.Get<ChronoshiftChronosphereInit, Actor>();
}
public void Tick(Actor self)
{
if (!info.ReturnToOrigin || ReturnTicks <= 0)
return;
// Return to original location
if (--ReturnTicks == 0)
{
self.CancelActivity();
self.QueueActivity(new Teleport(chronosphere, Origin, null, killCargo, true, info.ChronoshiftSound));
}
}
public void Created(Actor self)
{
iPositionable = self.TraitOrDefault<IPositionable>();
}
// Can't be used in synced code, except with ignoreVis.
public virtual bool CanChronoshiftTo(Actor self, CPos targetLocation)
{
// TODO: Allow enemy units to be chronoshifted into bad terrain to kill them
return iPositionable != null && iPositionable.CanEnterCell(targetLocation);
}
public virtual bool Teleport(Actor self, CPos targetLocation, int duration, bool killCargo, Actor chronosphere)
{
// Some things appear chronoshiftable, but instead they just die.
if (info.ExplodeInstead)
{
self.World.AddFrameEndTask(w =>
{
// Damage is inflicted by the chronosphere
if (!self.Disposed)
self.InflictDamage(chronosphere, new Damage(int.MaxValue));
});
return true;
}
// Set up return-to-origin info
Origin = self.Location;
ReturnTicks = duration;
this.duration = duration;
this.chronosphere = chronosphere;
this.killCargo = killCargo;
// Set up the teleport
self.CancelActivity();
self.QueueActivity(new Teleport(chronosphere, targetLocation, null, killCargo, true, info.ChronoshiftSound));
return true;
}
// Show the remaining time as a bar
float ISelectionBar.GetValue()
{
if (!info.ReturnToOrigin)
return 0f;
// Otherwise an empty bar is rendered all the time
if (ReturnTicks == 0 || !self.Owner.IsAlliedWith(self.World.RenderPlayer))
return 0f;
return (float)ReturnTicks / duration;
}
Color ISelectionBar.GetColor() { return info.TimeBarColor; }
public void ModifyDeathActorInit(Actor self, TypeDictionary init)
{
if (!info.ReturnToOrigin || ReturnTicks <= 0)
return;
init.Add(new ChronoshiftOriginInit(Origin));
init.Add(new ChronoshiftReturnInit(ReturnTicks));
if (chronosphere != self)
init.Add(new ChronoshiftChronosphereInit(chronosphere));
}
}
public class ChronoshiftReturnInit : IActorInit<int>
{
[FieldFromYamlKey] readonly int value = 0;
public ChronoshiftReturnInit() { }
public ChronoshiftReturnInit(int init) { value = init; }
public int Value(World world) { return value; }
}
public class ChronoshiftOriginInit : IActorInit<CPos>
{
[FieldFromYamlKey] readonly CPos value;
public ChronoshiftOriginInit(CPos init) { value = init; }
public CPos Value(World world) { return value; }
}
public class ChronoshiftChronosphereInit : IActorInit<Actor>
{
readonly Actor value;
public ChronoshiftChronosphereInit(Actor init) { value = init; }
public Actor Value(World world) { return value; }
}
}