Files
OpenRA/OpenRA.Mods.Common/Traits/Air/FallsToEarth.cs
2021-06-29 18:33:21 -05:00

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