Files
OpenRA/OpenRA.Mods.D2k/DamagedWithoutFoundation.cs
2014-06-13 13:57:32 +03:00

76 lines
2.1 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;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc
{
class DamagedWithoutFoundationInfo : ITraitInfo, Requires<HealthInfo>
{
[WeaponReference]
public readonly string Weapon = "weathering";
public readonly string[] SafeTerrain = { "Concrete" };
public readonly int DamageThreshold = 50;
public object Create(ActorInitializer init) { return new DamagedWithoutFoundation(init.self, this); }
}
class DamagedWithoutFoundation : ITick, ISync, INotifyAddedToWorld
{
readonly DamagedWithoutFoundationInfo info;
readonly Health health;
readonly WeaponInfo weapon;
[Sync] int damageThreshold = 100;
[Sync] int damageTicks;
public DamagedWithoutFoundation(Actor self, DamagedWithoutFoundationInfo info)
{
this.info = info;
health = self.Trait<Health>();
weapon = self.World.Map.Rules.Weapons[info.Weapon.ToLowerInvariant()];
}
public void AddedToWorld(Actor self)
{
var safeTiles = 0;
var totalTiles = 0;
foreach (var kv in self.OccupiesSpace.OccupiedCells())
{
totalTiles++;
if (info.SafeTerrain.Contains(self.World.Map.GetTerrainInfo(kv.First).Type))
safeTiles++;
}
damageThreshold = (info.DamageThreshold * health.MaxHP + (100 - info.DamageThreshold) * safeTiles * health.MaxHP / totalTiles) / 100;
// Actors start with maximum damage applied
var delta = health.HP - damageThreshold;
if (delta > 0)
health.InflictDamage(self, self.World.WorldActor, delta, null, false);
}
public void Tick(Actor self)
{
if (health.HP <= damageThreshold || --damageTicks > 0)
return;
foreach (var w in weapon.Warheads)
health.InflictDamage(self, self.World.WorldActor, w.Damage, w, false);
damageTicks = weapon.ROF;
}
}
}