81 lines
2.3 KiB
C#
81 lines
2.3 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2021 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.GameRules;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Traits
|
|
{
|
|
[Desc("This actor triggers an explosion on itself when transitioning to a specific damage state.")]
|
|
public class ExplosionOnDamageTransitionInfo : ConditionalTraitInfo, IRulesetLoaded, Requires<IHealthInfo>
|
|
{
|
|
[WeaponReference]
|
|
[FieldLoader.Require]
|
|
[Desc("Weapon to use for explosion.")]
|
|
public readonly string Weapon = null;
|
|
|
|
[Desc("At which damage state explosion will trigger.")]
|
|
public readonly DamageState DamageState = DamageState.Heavy;
|
|
|
|
[Desc("Should the explosion only be triggered once?")]
|
|
public readonly bool TriggerOnlyOnce = false;
|
|
|
|
public WeaponInfo WeaponInfo { get; private set; }
|
|
|
|
public override object Create(ActorInitializer init) { return new ExplosionOnDamageTransition(this, init.Self); }
|
|
|
|
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
|
|
{
|
|
base.RulesetLoaded(rules, ai);
|
|
|
|
if (string.IsNullOrEmpty(Weapon))
|
|
return;
|
|
|
|
var weaponToLower = Weapon.ToLowerInvariant();
|
|
if (!rules.Weapons.TryGetValue(weaponToLower, out var weapon))
|
|
throw new YamlException($"Weapons Ruleset does not contain an entry '{weaponToLower}'");
|
|
|
|
WeaponInfo = weapon;
|
|
}
|
|
}
|
|
|
|
public class ExplosionOnDamageTransition : ConditionalTrait<ExplosionOnDamageTransitionInfo>, INotifyDamageStateChanged
|
|
{
|
|
bool triggered;
|
|
|
|
public ExplosionOnDamageTransition(ExplosionOnDamageTransitionInfo info, Actor self)
|
|
: base(info)
|
|
{
|
|
}
|
|
|
|
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
|
|
{
|
|
if (!self.IsInWorld)
|
|
return;
|
|
|
|
if (triggered)
|
|
return;
|
|
|
|
if (IsTraitDisabled)
|
|
return;
|
|
|
|
if (e.DamageState >= Info.DamageState && e.PreviousDamageState < Info.DamageState)
|
|
{
|
|
if (Info.TriggerOnlyOnce)
|
|
triggered = true;
|
|
|
|
// Use .FromPos since the actor might have been killed, don't use Target.FromActor
|
|
Info.WeaponInfo.Impact(Target.FromPos(self.CenterPosition), e.Attacker);
|
|
}
|
|
}
|
|
}
|
|
}
|