Changes included: Warhead code split out of weapon code and refactored. Warhead functionality now split into several classes, each handling one effect/impact. Additional custom warheads can now be defined and called via yaml. Custom warheads inherit the abstract class Warhead, which provides target check functions. Custom warheads have to define their own impact functions, and can also define their own replacement for check functions.
55 lines
1.3 KiB
C#
55 lines
1.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Drawing;
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using OpenRA.GameRules;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class IronCurtainableInfo : TraitInfo<IronCurtainable> { }
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class IronCurtainable : IDamageModifier, ITick, ISync, ISelectionBar
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{
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[Sync] int RemainingTicks = 0;
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int TotalTicks;
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public void Tick(Actor self)
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{
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if (RemainingTicks > 0)
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RemainingTicks--;
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}
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public float GetDamageModifier(Actor attacker, DamageWarhead warhead)
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{
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return (RemainingTicks > 0) ? 0.0f : 1.0f;
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}
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public void Activate(Actor self, int duration)
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{
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if (RemainingTicks == 0)
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self.World.AddFrameEndTask(w => w.Add(new InvulnEffect(self))); // do not stack the invuln effect
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RemainingTicks = duration;
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TotalTicks = duration;
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}
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// Show the remaining time as a bar
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public float GetValue()
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{
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if (RemainingTicks == 0) // otherwise an empty bar is rendered all the time
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return 0f;
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return (float)RemainingTicks / TotalTicks;
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}
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public Color GetColor() { return Color.Red; }
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}
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} |