Files
OpenRA/OpenRA.Mods.Common/Traits/Parachutable.cs
2015-06-20 22:22:59 +02:00

92 lines
3.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Mods.Common.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Can be paradropped by a ParaDrop actor.")]
class ParachutableInfo : ITraitInfo
{
[Desc("If we land on invalid terrain for my actor type should we be killed?")]
public readonly bool KilledOnImpassableTerrain = true;
[Desc("Group where Ground/WaterCorpseSequence is looked up.")]
public readonly string CorpseSequenceCollection = "explosion";
public readonly string GroundImpactSound = null;
[SequenceReference("CorpseSequenceCollection")] public readonly string GroundCorpseSequence = "corpse";
public readonly string GroundCorpsePalette = "effect";
public readonly string WaterImpactSound = null;
[SequenceReference("CorpseSequenceCollection")] public readonly string WaterCorpseSequence = null;
public readonly string WaterCorpsePalette = "effect";
public readonly string ParachuteSequence = null;
[SequenceReference("ParachuteSequence")] public readonly string ParachuteOpenSequence = null;
[SequenceReference("ParachuteSequence")] public readonly string ParachuteIdleSequence = null;
[Desc("Optional, otherwise defaults to the palette the actor is using.")]
public readonly string ParachutePalette = null;
[Desc("Used to clone the actor with this palette and render it with a visual offset below.")]
public readonly string ParachuteShadowPalette = "shadow";
public readonly WVec ParachuteOffset = WVec.Zero;
public readonly int FallRate = 13;
[Desc("Alternative to ParachuteShadowPalette which disables it and allows to set a custom sprite sequence instead.")]
public readonly string ShadowSequence = null;
[Desc("Optional, otherwise defaults to the palette the actor is using.")]
public readonly string ShadowPalette = null;
public object Create(ActorInitializer init) { return new Parachutable(init, this); }
}
class Parachutable : INotifyParachuteLanded
{
readonly Actor self;
readonly ParachutableInfo info;
readonly IPositionable positionable;
public Parachutable(ActorInitializer init, ParachutableInfo info)
{
this.self = init.Self;
this.info = info;
positionable = self.TraitOrDefault<IPositionable>();
}
public void OnLanded()
{
if (!info.KilledOnImpassableTerrain)
return;
if (positionable.CanEnterCell(self.Location, self))
return;
var terrain = self.World.Map.GetTerrainInfo(self.Location);
var sound = terrain.IsWater ? info.WaterImpactSound : info.GroundImpactSound;
Sound.Play(sound, self.CenterPosition);
var sequence = terrain.IsWater ? info.WaterCorpseSequence : info.GroundCorpseSequence;
var palette = terrain.IsWater ? info.WaterCorpsePalette : info.GroundCorpsePalette;
if (sequence != null && palette != null)
self.World.AddFrameEndTask(w => w.Add(new Explosion(w, self.OccupiesSpace.CenterPosition, sequence, palette)));
self.Kill(self);
}
}
}