72 lines
2.3 KiB
C#
72 lines
2.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2021 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 OpenRA.GameRules;
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using OpenRA.Mods.Common.Activities;
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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("Causes aircraft husks that are spawned in the air to crash to the ground.")]
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public class FallsToEarthInfo : TraitInfo, IRulesetLoaded, Requires<AircraftInfo>
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{
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[WeaponReference]
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[Desc("Explosion weapon that triggers when hitting ground.")]
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public readonly string Explosion = "UnitExplode";
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[Desc("Limit the maximum spin (in angle units per tick) that can be achieved while crashing.",
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"0 disables spinning. Leave undefined for no limit.")]
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public readonly WAngle? MaximumSpinSpeed = null;
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[Desc("Does the aircraft (husk) move forward at aircraft speed?")]
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public readonly bool Moves = false;
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[Desc("Velocity (per tick) at which aircraft falls to ground.")]
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public readonly WDist Velocity = new WDist(43);
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public WeaponInfo ExplosionWeapon { get; private set; }
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public override object Create(ActorInitializer init) { return new FallsToEarth(init, this); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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if (string.IsNullOrEmpty(Explosion))
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return;
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var weaponToLower = Explosion.ToLowerInvariant();
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if (!rules.Weapons.TryGetValue(weaponToLower, out var weapon))
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throw new YamlException($"Weapons Ruleset does not contain an entry '{weaponToLower}'");
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ExplosionWeapon = weapon;
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}
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}
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public class FallsToEarth : IEffectiveOwner, INotifyCreated
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{
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readonly FallsToEarthInfo info;
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readonly Player effectiveOwner;
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public FallsToEarth(ActorInitializer init, FallsToEarthInfo info)
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{
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this.info = info;
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effectiveOwner = init.GetValue<EffectiveOwnerInit, Player>(info, init.Self.Owner);
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}
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// We return init.Self.Owner if there's no effective owner
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bool IEffectiveOwner.Disguised => true;
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Player IEffectiveOwner.Owner => effectiveOwner;
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void INotifyCreated.Created(Actor self)
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{
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self.QueueActivity(false, new FallToEarth(self, info));
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}
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}
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}
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