Files
OpenRA/OpenRA.Mods.Common/Traits/Crushable.cs
2016-12-31 23:46:13 -06:00

82 lines
2.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("This actor is crushable.")]
class CrushableInfo : ITraitInfo
{
[Desc("Sound to play when being crushed.")]
public readonly string CrushSound = null;
[Desc("Which crush classes does this actor belong to.")]
public readonly HashSet<string> CrushClasses = new HashSet<string> { "infantry" };
[Desc("Probability of mobile actors noticing and evading a crush attempt.")]
public readonly int WarnProbability = 75;
[Desc("Will friendly units just crush me instead of pathing around.")]
public readonly bool CrushedByFriendlies = false;
public object Create(ActorInitializer init) { return new Crushable(init.Self, this); }
}
class Crushable : ICrushable, INotifyCrushed
{
readonly Actor self;
readonly CrushableInfo info;
public Crushable(Actor self, CrushableInfo info)
{
this.self = self;
this.info = info;
}
void INotifyCrushed.WarnCrush(Actor self, Actor crusher, HashSet<string> crushClasses)
{
if (!CrushableInner(crushClasses, crusher.Owner))
return;
var mobile = self.TraitOrDefault<Mobile>();
if (mobile != null && self.World.SharedRandom.Next(100) <= info.WarnProbability)
mobile.Nudge(self, crusher, true);
}
void INotifyCrushed.OnCrush(Actor self, Actor crusher, HashSet<string> crushClasses)
{
if (!CrushableInner(crushClasses, crusher.Owner))
return;
Game.Sound.Play(SoundType.World, info.CrushSound, crusher.CenterPosition);
self.Kill(crusher);
}
bool ICrushable.CrushableBy(Actor self, Actor crusher, HashSet<string> crushClasses)
{
return CrushableInner(crushClasses, crusher.Owner);
}
bool CrushableInner(HashSet<string> crushClasses, Player crushOwner)
{
// Only make actor crushable if it is on the ground.
if (!self.IsAtGroundLevel())
return false;
if (!info.CrushedByFriendlies && crushOwner.IsAlliedWith(self.Owner))
return false;
return info.CrushClasses.Overlaps(crushClasses);
}
}
}