133 lines
3.9 KiB
C#
133 lines
3.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2022 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Make the unit go prone when under attack, in an attempt to reduce damage.")]
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public class TakeCoverInfo : TurretedInfo
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{
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[Desc("How long (in ticks) the actor remains prone.",
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"Negative values mean actor remains prone permanently.")]
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public readonly int Duration = 100;
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[Desc("Prone movement speed as a percentage of the normal speed.")]
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public readonly int SpeedModifier = 50;
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[Desc("Damage types that trigger prone state. Defined on the warheads.",
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"If Duration is negative (permanent), you can leave this empty to trigger prone state immediately.")]
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public readonly BitSet<DamageType> DamageTriggers = default;
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[Desc("Damage modifiers for each damage type (defined on the warheads) while the unit is prone.")]
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public readonly Dictionary<string, int> DamageModifiers = new Dictionary<string, int>();
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[Desc("Muzzle offset modifier to apply while prone.")]
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public readonly WVec ProneOffset = new WVec(500, 0, 0);
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[SequenceReference(prefix: true)]
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[Desc("Sequence prefix to apply while prone.")]
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public readonly string ProneSequencePrefix = "prone-";
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public override object Create(ActorInitializer init) { return new TakeCover(init, this); }
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public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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if (Duration > -1 && DamageTriggers.IsEmpty)
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throw new YamlException("TakeCover: If Duration isn't negative (permanent), DamageTriggers is required.");
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base.RulesetLoaded(rules, ai);
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}
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}
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public class TakeCover : Turreted, INotifyDamage, IDamageModifier, ISpeedModifier, ISync, IRenderInfantrySequenceModifier
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{
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readonly TakeCoverInfo info;
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[Sync]
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int remainingDuration = 0;
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bool IsProne => !IsTraitDisabled && remainingDuration != 0;
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bool IRenderInfantrySequenceModifier.IsModifyingSequence => IsProne;
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string IRenderInfantrySequenceModifier.SequencePrefix => info.ProneSequencePrefix;
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public TakeCover(ActorInitializer init, TakeCoverInfo info)
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: base(init, info)
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{
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this.info = info;
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if (info.Duration < 0 && info.DamageTriggers.IsEmpty)
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remainingDuration = info.Duration;
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}
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void INotifyDamage.Damaged(Actor self, AttackInfo e)
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{
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if (IsTraitPaused || IsTraitDisabled)
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return;
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if (e.Damage.Value <= 0 || !e.Damage.DamageTypes.Overlaps(info.DamageTriggers))
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return;
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if (!IsProne)
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localOffset = info.ProneOffset;
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remainingDuration = info.Duration;
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}
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protected override void Tick(Actor self)
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{
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base.Tick(self);
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if (!IsTraitPaused && remainingDuration > 0)
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remainingDuration--;
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if (remainingDuration == 0)
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localOffset = WVec.Zero;
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}
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public override bool HasAchievedDesiredFacing => true;
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int IDamageModifier.GetDamageModifier(Actor attacker, Damage damage)
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{
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if (!IsProne)
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return 100;
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if (damage == null || damage.DamageTypes.IsEmpty)
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return 100;
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var modifierPercentages = info.DamageModifiers.Where(x => damage.DamageTypes.Contains(x.Key)).Select(x => x.Value);
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return Util.ApplyPercentageModifiers(100, modifierPercentages);
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}
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int ISpeedModifier.GetSpeedModifier()
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{
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return IsProne ? info.SpeedModifier : 100;
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}
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protected override void TraitDisabled(Actor self)
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{
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remainingDuration = 0;
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}
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protected override void TraitEnabled(Actor self)
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{
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if (info.Duration < 0 && info.DamageTriggers.IsEmpty)
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{
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remainingDuration = info.Duration;
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localOffset = info.ProneOffset;
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}
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}
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}
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}
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