A shared ValueActorInit<T> is introduced to reduce duplication in the most common init cases, and an ActorInitActorReference allow actors to be referenced by map.yaml name.
74 lines
2.3 KiB
C#
74 lines
2.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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.Linq;
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using OpenRA.Effects;
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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("Allows bridges to be targeted for demolition and repair.")]
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class LegacyBridgeHutInfo : TraitInfo, IDemolishableInfo
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{
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public bool IsValidTarget(ActorInfo actorInfo, Actor saboteur) { return false; } // TODO: bridges don't support frozen under fog
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public override object Create(ActorInitializer init) { return new LegacyBridgeHut(init, this); }
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}
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class LegacyBridgeHut : IDemolishable
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{
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public Bridge FirstBridge { get; private set; }
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public Bridge Bridge { get; private set; }
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public DamageState BridgeDamageState { get { return Bridge.AggregateDamageState(); } }
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public bool Repairing { get { return repairDirections > 0; } }
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int repairDirections = 0;
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public LegacyBridgeHut(ActorInitializer init, LegacyBridgeHutInfo info)
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{
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var bridge = init.Get<ParentActorInit>(info).Value;
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init.World.AddFrameEndTask(_ =>
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{
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Bridge = bridge.Actor(init.World).Value.Trait<Bridge>();
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Bridge.AddHut(this);
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FirstBridge = Bridge.Enumerate(0, true).Last();
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});
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}
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public void Repair(Actor repairer)
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{
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repairDirections = Bridge.GetHut(0) != this && Bridge.GetHut(1) != this ? 2 : 1;
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Bridge.Do((b, d) => b.Repair(repairer, d, () => repairDirections--));
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}
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bool IDemolishable.IsValidTarget(Actor self, Actor saboteur)
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{
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return BridgeDamageState != DamageState.Dead;
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}
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void IDemolishable.Demolish(Actor self, Actor saboteur, int delay)
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{
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// TODO: Handle using ITick
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self.World.Add(new DelayedAction(delay, () =>
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{
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if (self.IsDead)
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return;
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var modifiers = self.TraitsImplementing<IDamageModifier>()
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.Concat(self.Owner.PlayerActor.TraitsImplementing<IDamageModifier>())
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.Select(t => t.GetDamageModifier(self, null));
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if (Util.ApplyPercentageModifiers(100, modifiers) > 0)
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Bridge.Do((b, d) => b.Demolish(saboteur, d));
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}));
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}
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}
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}
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