Files
OpenRA/OpenRA.Mods.Common/Traits/Parachutable.cs
2016-12-23 14:57:56 +00:00

102 lines
3.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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.Mods.Common.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Can be paradropped by a ParaDrop actor.")]
public class ParachutableInfo : ITraitInfo, Requires<IPositionableInfo>
{
[Desc("If we land on invalid terrain for my actor type should we be killed?")]
public readonly bool KilledOnImpassableTerrain = true;
[Desc("Image where Ground/WaterCorpseSequence is looked up.")]
public readonly string Image = "explosion";
public readonly string GroundImpactSound = null;
[SequenceReference("Image")] public readonly string GroundCorpseSequence = "corpse";
[PaletteReference] public readonly string GroundCorpsePalette = "effect";
public readonly string WaterImpactSound = null;
[SequenceReference("Image")] public readonly string WaterCorpseSequence = null;
[PaletteReference] public readonly string WaterCorpsePalette = "effect";
[Desc("Terrain types on which to display WaterCorpseSequence.")]
public readonly HashSet<string> WaterTerrainTypes = new HashSet<string> { "Water" };
public readonly int FallRate = 13;
[GrantedConditionReference]
[Desc("The condition to grant to self while parachuting.")]
public readonly string ParachutingCondition = null;
public object Create(ActorInitializer init) { return new Parachutable(init.Self, this); }
}
class Parachutable : INotifyCreated, INotifyParachute
{
readonly ParachutableInfo info;
readonly IPositionable positionable;
ConditionManager um;
int parachutingToken = ConditionManager.InvalidConditionToken;
public Parachutable(Actor self, ParachutableInfo info)
{
this.info = info;
positionable = self.Trait<IPositionable>();
}
void INotifyCreated.Created(Actor self)
{
um = self.TraitOrDefault<ConditionManager>();
}
void INotifyParachute.OnParachute(Actor self)
{
if (um != null && parachutingToken == ConditionManager.InvalidConditionToken && !string.IsNullOrEmpty(info.ParachutingCondition))
parachutingToken = um.GrantCondition(self, info.ParachutingCondition);
}
void INotifyParachute.OnLanded(Actor self, Actor ignore)
{
if (parachutingToken != ConditionManager.InvalidConditionToken)
parachutingToken = um.RevokeCondition(self, parachutingToken);
if (!info.KilledOnImpassableTerrain)
return;
var cell = self.Location;
if (positionable.CanEnterCell(cell, self))
return;
if (ignore != null && self.World.ActorMap.GetActorsAt(cell).Any(a => a != ignore))
return;
var onWater = info.WaterTerrainTypes.Contains(self.World.Map.GetTerrainInfo(cell).Type);
var sound = onWater ? info.WaterImpactSound : info.GroundImpactSound;
Game.Sound.Play(SoundType.World, sound, self.CenterPosition);
var sequence = onWater ? info.WaterCorpseSequence : info.GroundCorpseSequence;
var palette = onWater ? info.WaterCorpsePalette : info.GroundCorpsePalette;
if (sequence != null && palette != null)
self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(self.OccupiesSpace.CenterPosition, w, info.Image, sequence, palette)));
self.Kill(self);
}
}
}