Files
OpenRA/OpenRA.Mods.Common/Traits/ExplosionOnDamageTransition.cs
2016-12-31 23:46:13 -06:00

71 lines
2.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.Common.Warheads;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("This actor triggers an explosion on itself when transitioning to a specific damage state.")]
public class ExplosionOnDamageTransitionInfo : ITraitInfo, IRulesetLoaded, Requires<HealthInfo>
{
[WeaponReference, FieldLoader.Require, Desc("Weapon to use for explosion.")]
public readonly string Weapon = null;
[Desc("At which damage state explosion will trigger.")]
public readonly DamageState DamageState = DamageState.Heavy;
[Desc("Should the explosion only be triggered once?")]
public readonly bool TriggerOnlyOnce = false;
public WeaponInfo WeaponInfo { get; private set; }
public object Create(ActorInitializer init) { return new ExplosionOnDamageTransition(this, init.Self); }
public void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
WeaponInfo = string.IsNullOrEmpty(Weapon) ? null : rules.Weapons[Weapon.ToLowerInvariant()];
}
}
public class ExplosionOnDamageTransition : INotifyDamageStateChanged
{
readonly ExplosionOnDamageTransitionInfo info;
bool triggered;
public ExplosionOnDamageTransition(ExplosionOnDamageTransitionInfo info, Actor self)
{
this.info = info;
}
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
{
if (!self.IsInWorld)
return;
if (triggered)
return;
if (e.DamageState >= info.DamageState && e.PreviousDamageState < info.DamageState)
{
if (info.TriggerOnlyOnce)
triggered = true;
// Use .FromPos since the actor might have been killed, don't use Target.FromActor
info.WeaponInfo.Impact(Target.FromPos(self.CenterPosition), e.Attacker, Enumerable.Empty<int>());
}
}
}
}