104 lines
3.4 KiB
C#
104 lines
3.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 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.GameRules;
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using OpenRA.Mods.Common.Warheads;
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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("This actor explodes when killed.")]
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public class ExplodesInfo : ITraitInfo, IRulesetLoaded, Requires<HealthInfo>
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{
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[WeaponReference, FieldLoader.Require, Desc("Weapon to use for explosion if ammo/payload is loaded.")]
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public readonly string Weapon = "UnitExplode";
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[WeaponReference, Desc("Weapon to use for explosion if no ammo/payload is loaded.")]
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public readonly string EmptyWeapon = "UnitExplode";
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[Desc("Chance that the explosion will use Weapon if the actor has ammo/payload.")]
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public readonly int LoadedChance = 100;
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[Desc("Chance that this actor will explode at all.")]
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public readonly int Chance = 100;
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[Desc("Health level at which actor will explode.")]
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public readonly int DamageThreshold = 0;
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[Desc("DeathType(s) that trigger the explosion. Leave empty to always trigger an explosion.")]
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public readonly HashSet<string> DeathTypes = new HashSet<string>();
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public WeaponInfo WeaponInfo { get; private set; }
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public WeaponInfo EmptyWeaponInfo { get; private set; }
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public object Create(ActorInitializer init) { return new Explodes(this, init.Self); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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WeaponInfo = string.IsNullOrEmpty(Weapon) ? null : rules.Weapons[Weapon.ToLowerInvariant()];
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EmptyWeaponInfo = string.IsNullOrEmpty(EmptyWeapon) ? null : rules.Weapons[EmptyWeapon.ToLowerInvariant()];
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}
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}
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public class Explodes : INotifyKilled, INotifyDamage
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{
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readonly ExplodesInfo info;
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readonly Health health;
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public Explodes(ExplodesInfo info, Actor self)
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{
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this.info = info;
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health = self.Trait<Health>();
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}
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public void Killed(Actor self, AttackInfo e)
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{
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if (!self.IsInWorld)
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return;
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if (self.World.SharedRandom.Next(100) > info.Chance)
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return;
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var warhead = e.Warhead as DamageWarhead;
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if (info.DeathTypes.Count > 0 && warhead != null && !warhead.DamageTypes.Overlaps(info.DeathTypes))
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return;
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var weapon = ChooseWeaponForExplosion(self);
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if (weapon == null)
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return;
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if (weapon.Report != null && weapon.Report.Any())
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Game.Sound.Play(weapon.Report.Random(e.Attacker.World.SharedRandom), self.CenterPosition);
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// Use .FromPos since this actor is killed. Cannot use Target.FromActor
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weapon.Impact(Target.FromPos(self.CenterPosition), e.Attacker, Enumerable.Empty<int>());
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}
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WeaponInfo ChooseWeaponForExplosion(Actor self)
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{
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var shouldExplode = self.TraitsImplementing<IExplodeModifier>().All(a => a.ShouldExplode(self));
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var useFullExplosion = self.World.SharedRandom.Next(100) <= info.LoadedChance;
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return (shouldExplode && useFullExplosion) ? info.WeaponInfo : info.EmptyWeaponInfo;
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (info.DamageThreshold == 0)
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return;
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if (health.HP * 100 < info.DamageThreshold * health.MaxHP)
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self.World.AddFrameEndTask(w => self.Kill(e.Attacker));
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}
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}
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}
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