Files
OpenRA/OpenRA.Mods.Common/Traits/ThrowsShrapnel.cs
2018-09-28 21:32:34 +02:00

105 lines
3.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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 System.Linq;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Throws particles when the actor is destroyed that do damage on impact.")]
public class ThrowsShrapnelInfo : ConditionalTraitInfo, IRulesetLoaded
{
[WeaponReference, FieldLoader.Require]
[Desc("The weapons used for shrapnel.")]
public readonly string[] Weapons = { };
[Desc("The amount of pieces of shrapnel to expel. Two values indicate a range.")]
public readonly int[] Pieces = { 3, 10 };
[Desc("The minimum and maximum distances the shrapnel may travel.")]
public readonly WDist[] Range = { WDist.FromCells(2), WDist.FromCells(5) };
public WeaponInfo[] WeaponInfos { get; private set; }
public override object Create(ActorInitializer actor) { return new ThrowsShrapnel(this); }
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
base.RulesetLoaded(rules, ai);
WeaponInfos = Weapons.Select(w =>
{
WeaponInfo weapon;
var weaponToLower = w.ToLowerInvariant();
if (!rules.Weapons.TryGetValue(weaponToLower, out weapon))
throw new YamlException("Weapons Ruleset does not contain an entry '{0}'".F(weaponToLower));
return weapon;
}).ToArray();
}
}
class ThrowsShrapnel : ConditionalTrait<ThrowsShrapnelInfo>, INotifyKilled
{
public ThrowsShrapnel(ThrowsShrapnelInfo info)
: base(info) { }
public void Killed(Actor self, AttackInfo attack)
{
if (IsTraitDisabled)
return;
foreach (var wep in Info.WeaponInfos)
{
var pieces = self.World.SharedRandom.Next(Info.Pieces[0], Info.Pieces[1]);
var range = self.World.SharedRandom.Next(Info.Range[0].Length, Info.Range[1].Length);
for (var i = 0; pieces > i; i++)
{
var rotation = WRot.FromFacing(self.World.SharedRandom.Next(1024));
var args = new ProjectileArgs
{
Weapon = wep,
Facing = self.World.SharedRandom.Next(-1, 255),
CurrentMuzzleFacing = () => 0,
DamageModifiers = self.TraitsImplementing<IFirepowerModifier>()
.Select(a => a.GetFirepowerModifier()).ToArray(),
InaccuracyModifiers = self.TraitsImplementing<IInaccuracyModifier>()
.Select(a => a.GetInaccuracyModifier()).ToArray(),
RangeModifiers = self.TraitsImplementing<IRangeModifier>()
.Select(a => a.GetRangeModifier()).ToArray(),
Source = self.CenterPosition,
CurrentSource = () => self.CenterPosition,
SourceActor = self,
PassiveTarget = self.CenterPosition + new WVec(range, 0, 0).Rotate(rotation)
};
self.World.AddFrameEndTask(x =>
{
if (args.Weapon.Projectile != null)
{
var projectile = args.Weapon.Projectile.Create(args);
if (projectile != null)
self.World.Add(projectile);
if (args.Weapon.Report != null && args.Weapon.Report.Any())
Game.Sound.Play(SoundType.World, args.Weapon.Report.Random(self.World.SharedRandom), self.CenterPosition);
}
});
}
}
}
}
}