Removed invalid spacing at the end of the line 36 in ThrowsShrapnel Prevented NullReferenceException in cases where weapons aren't optional
79 lines
2.4 KiB
C#
79 lines
2.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 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.Collections.Generic;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Mods.Common.Warheads;
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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("This actor triggers an explosion on itself when transitioning to a specific damage state.")]
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public class ExplosionOnDamageTransitionInfo : ITraitInfo, IRulesetLoaded, Requires<HealthInfo>
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{
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[WeaponReference, FieldLoader.Require, Desc("Weapon to use for explosion.")]
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public readonly string Weapon = null;
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[Desc("At which damage state explosion will trigger.")]
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public readonly DamageState DamageState = DamageState.Heavy;
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[Desc("Should the explosion only be triggered once?")]
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public readonly bool TriggerOnlyOnce = false;
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public WeaponInfo WeaponInfo { get; private set; }
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public object Create(ActorInitializer init) { return new ExplosionOnDamageTransition(this, init.Self); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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if (string.IsNullOrEmpty(Weapon))
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return;
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WeaponInfo weapon;
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var weaponToLower = Weapon.ToLowerInvariant();
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if (!rules.Weapons.TryGetValue(weaponToLower, out weapon))
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throw new YamlException("Weapons Ruleset does not contain an entry '{0}'".F(weaponToLower));
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WeaponInfo = weapon;
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}
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}
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public class ExplosionOnDamageTransition : INotifyDamageStateChanged
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{
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readonly ExplosionOnDamageTransitionInfo info;
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bool triggered;
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public ExplosionOnDamageTransition(ExplosionOnDamageTransitionInfo info, Actor self)
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{
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this.info = info;
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}
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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if (!self.IsInWorld)
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return;
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if (triggered)
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return;
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if (e.DamageState >= info.DamageState && e.PreviousDamageState < info.DamageState)
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{
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if (info.TriggerOnlyOnce)
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triggered = true;
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// Use .FromPos since the actor might have been killed, don't use Target.FromActor
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info.WeaponInfo.Impact(Target.FromPos(self.CenterPosition), e.Attacker, Enumerable.Empty<int>());
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}
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}
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}
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}
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