85 lines
2.6 KiB
C#
85 lines
2.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2018 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 OpenRA.Primitives;
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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 is crushable.")]
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class CrushableInfo : ConditionalTraitInfo
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{
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[Desc("Sound to play when being crushed.")]
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public readonly string CrushSound = null;
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[Desc("Which crush classes does this actor belong to.")]
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public readonly HashSet<string> CrushClasses = new HashSet<string> { "infantry" };
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[Desc("Probability of mobile actors noticing and evading a crush attempt.")]
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public readonly int WarnProbability = 75;
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[Desc("Will friendly units just crush me instead of pathing around.")]
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public readonly bool CrushedByFriendlies = false;
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public override object Create(ActorInitializer init) { return new Crushable(init.Self, this); }
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}
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class Crushable : ConditionalTrait<CrushableInfo>, ICrushable, INotifyCrushed
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{
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readonly Actor self;
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public Crushable(Actor self, CrushableInfo info)
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: base(info)
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{
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this.self = self;
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}
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void INotifyCrushed.WarnCrush(Actor self, Actor crusher, HashSet<string> crushClasses)
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{
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if (!CrushableInner(crushClasses, crusher.Owner))
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return;
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var mobile = self.TraitOrDefault<Mobile>();
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if (mobile != null && self.World.SharedRandom.Next(100) <= Info.WarnProbability)
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mobile.Nudge(self, crusher, true);
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}
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void INotifyCrushed.OnCrush(Actor self, Actor crusher, HashSet<string> crushClasses)
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{
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if (!CrushableInner(crushClasses, crusher.Owner))
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return;
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Game.Sound.Play(SoundType.World, Info.CrushSound, crusher.CenterPosition);
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var crusherMobile = crusher.TraitOrDefault<Mobile>();
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self.Kill(crusher, crusherMobile != null ? crusherMobile.Info.LocomotorInfo.CrushDamageTypes : default(BitSet<DamageType>));
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}
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bool ICrushable.CrushableBy(Actor self, Actor crusher, HashSet<string> crushClasses)
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{
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return CrushableInner(crushClasses, crusher.Owner);
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}
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bool CrushableInner(HashSet<string> crushClasses, Player crushOwner)
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{
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if (IsTraitDisabled)
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return false;
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// Only make actor crushable if it is on the ground.
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if (!self.IsAtGroundLevel())
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return false;
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if (!Info.CrushedByFriendlies && crushOwner.IsAlliedWith(self.Owner))
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return false;
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return Info.CrushClasses.Overlaps(crushClasses);
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}
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}
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}
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