Files
OpenRA/OpenRA.Mods.RA/SmokeTrailWhenDamaged.cs
Kenny f41fb32d60 Introducing per-player shrouds.
- Each player has their own shroud and their visibility does not extend outside of the shroud. 
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
2012-12-13 15:16:56 -08:00

58 lines
1.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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 OpenRA.Mods.RA.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class SmokeTrailWhenDamagedInfo : ITraitInfo
{
public readonly int[] Offset = { 0, 0 };
public readonly int Interval = 3;
public object Create(ActorInitializer init) { return new SmokeTrailWhenDamaged(init.self, this); }
}
class SmokeTrailWhenDamaged : ITick
{
Turret smokeTurret;
PPos position;
int interval;
int ticks;
public SmokeTrailWhenDamaged(Actor self, SmokeTrailWhenDamagedInfo info)
{
smokeTurret = new Turret(info.Offset);
interval = info.Interval;
}
public void Tick(Actor self)
{
if (--ticks <= 0)
{
var move = self.Trait<IMove>();
if (move.Altitude > 0 && self.GetDamageState() >= DamageState.Heavy)
{
var facing = self.Trait<IFacing>();
var altitude = new PVecInt(0, move.Altitude);
position = (self.CenterLocation - Combat.GetTurretPosition(self, facing, smokeTurret));
if (self.World.RenderedShroud.IsVisible(position.ToCPos()))
self.World.AddFrameEndTask(
w => w.Add(new Smoke(w, position - altitude, "smokey")));
}
ticks = interval;
}
}
}
}