Files
OpenRA/OpenRA.Mods.RA/Attack/AttackPopupTurreted.cs
UberWaffe c972b39687 Custom Warheads refactor
Changes included:

Warhead code split out of weapon code and refactored.
Warhead functionality now split into several classes, each handling one effect/impact.

Additional custom warheads can now be defined and called via yaml.
Custom warheads inherit the abstract class Warhead,
which provides target check functions.

Custom warheads have to define their own impact functions,
and can also define their own replacement for check
functions.
2014-08-03 17:10:44 +02:00

114 lines
3.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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 System.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Actor's turret rises from the ground before attacking.")]
class AttackPopupTurretedInfo : AttackTurretedInfo, Requires<BuildingInfo>, Requires<RenderBuildingInfo>
{
[Desc("How many game ticks should pass before closing the actor's turret.")]
public int CloseDelay = 125;
public int DefaultFacing = 0;
[Desc("The factor damage received is multiplied by while this actor is closed.")]
public float ClosedDamageMultiplier = 0.5f;
public override object Create(ActorInitializer init) { return new AttackPopupTurreted(init, this); }
}
class AttackPopupTurreted : AttackTurreted, INotifyBuildComplete, INotifyIdle, IDamageModifier
{
enum PopupState { Open, Rotating, Transitioning, Closed }
AttackPopupTurretedInfo info;
RenderBuilding rb;
int idleTicks = 0;
PopupState state = PopupState.Open;
Turreted turret;
bool skippedMakeAnimation;
public AttackPopupTurreted(ActorInitializer init, AttackPopupTurretedInfo info)
: base(init.self, info)
{
this.info = info;
turret = turrets.FirstOrDefault();
rb = init.self.Trait<RenderBuilding>();
skippedMakeAnimation = init.Contains<SkipMakeAnimsInit>();
}
protected override bool CanAttack(Actor self, Target target)
{
if (state == PopupState.Transitioning || !building.Value.BuildComplete)
return false;
if (!base.CanAttack(self, target))
return false;
idleTicks = 0;
if (state == PopupState.Closed)
{
state = PopupState.Transitioning;
rb.PlayCustomAnimThen(self, "opening", () =>
{
state = PopupState.Open;
rb.PlayCustomAnimRepeating(self, "idle");
});
return false;
}
if (!turret.FaceTarget(self, target))
return false;
return true;
}
public void TickIdle(Actor self)
{
if (state == PopupState.Open && idleTicks++ > info.CloseDelay)
{
turret.desiredFacing = info.DefaultFacing;
state = PopupState.Rotating;
}
else if (state == PopupState.Rotating && turret.turretFacing == info.DefaultFacing)
{
state = PopupState.Transitioning;
rb.PlayCustomAnimThen(self, "closing", () =>
{
state = PopupState.Closed;
rb.PlayCustomAnimRepeating(self, "closed-idle");
turret.desiredFacing = null;
});
}
}
public void BuildingComplete(Actor self)
{
if (skippedMakeAnimation)
{
state = PopupState.Closed;
rb.PlayCustomAnimRepeating(self, "closed-idle");
turret.desiredFacing = null;
}
}
public float GetDamageModifier(Actor attacker, DamageWarhead warhead)
{
return state == PopupState.Closed ? info.ClosedDamageMultiplier : 1f;
}
}
}