Files
OpenRA/OpenRA.Mods.Common/Traits/Infantry/TakeCover.cs
reaperrr a9eca2cf54 Add support for enabling prone state permanently
Negative ProneTime now activates prone state
permanently as soon as the trait is enabled.
2020-01-16 22:56:39 +01:00

136 lines
4.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Make the unit go prone when under attack, in an attempt to reduce damage.")]
public class TakeCoverInfo : TurretedInfo
{
[Desc("How long (in ticks) the actor remains prone.",
"Negative values mean actor remains prone permanently.")]
public readonly int Duration = 100;
[Desc("Prone movement speed as a percentage of the normal speed.")]
public readonly int SpeedModifier = 50;
[Desc("Damage types that trigger prone state. Defined on the warheads.",
"If Duration is negative (permanent), you can leave this empty to trigger prone state immediately.")]
public readonly BitSet<DamageType> DamageTriggers = default(BitSet<DamageType>);
[Desc("Damage modifiers for each damage type (defined on the warheads) while the unit is prone.")]
public readonly Dictionary<string, int> DamageModifiers = new Dictionary<string, int>();
[Desc("Muzzle offset modifier to apply while prone.")]
public readonly WVec ProneOffset = new WVec(500, 0, 0);
[SequenceReference(null, true)]
[Desc("Sequence prefix to apply while prone.")]
public readonly string ProneSequencePrefix = "prone-";
public override object Create(ActorInitializer init) { return new TakeCover(init, this); }
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
if (Duration > -1 && DamageTriggers.IsEmpty)
throw new YamlException("TakeCover: If Duration isn't negative (permanent), DamageTriggers is required.");
base.RulesetLoaded(rules, ai);
}
}
public class TakeCover : Turreted, INotifyDamage, IDamageModifier, ISpeedModifier, ISync, IRenderInfantrySequenceModifier
{
readonly TakeCoverInfo info;
[Sync]
int remainingDuration = 0;
bool IsProne { get { return !IsTraitDisabled && remainingDuration != 0; } }
bool IRenderInfantrySequenceModifier.IsModifyingSequence { get { return IsProne; } }
string IRenderInfantrySequenceModifier.SequencePrefix { get { return info.ProneSequencePrefix; } }
public TakeCover(ActorInitializer init, TakeCoverInfo info)
: base(init, info)
{
this.info = info;
if (info.Duration < 0 && info.DamageTriggers.IsEmpty)
remainingDuration = info.Duration;
}
void INotifyDamage.Damaged(Actor self, AttackInfo e)
{
if (IsTraitPaused || IsTraitDisabled)
return;
if (e.Damage.Value <= 0 || !e.Damage.DamageTypes.Overlaps(info.DamageTriggers))
return;
if (!IsProne)
localOffset = info.ProneOffset;
remainingDuration = info.Duration;
}
protected override void Tick(Actor self)
{
base.Tick(self);
if (!IsTraitPaused && remainingDuration > 0)
remainingDuration--;
if (remainingDuration == 0)
localOffset = WVec.Zero;
}
public override bool HasAchievedDesiredFacing
{
get { return true; }
}
int IDamageModifier.GetDamageModifier(Actor attacker, Damage damage)
{
if (!IsProne)
return 100;
if (damage == null || damage.DamageTypes.IsEmpty)
return 100;
var modifierPercentages = info.DamageModifiers.Where(x => damage.DamageTypes.Contains(x.Key)).Select(x => x.Value);
return Util.ApplyPercentageModifiers(100, modifierPercentages);
}
int ISpeedModifier.GetSpeedModifier()
{
return IsProne ? info.SpeedModifier : 100;
}
protected override void TraitDisabled(Actor self)
{
remainingDuration = 0;
}
protected override void TraitEnabled(Actor self)
{
if (info.Duration < 0 && info.DamageTriggers.IsEmpty)
{
remainingDuration = info.Duration;
localOffset = info.ProneOffset;
}
}
}
}