Files
OpenRA/OpenRA.Mods.RA/Traits/SpawnActorOnDeath.cs
clemty 2bbc1fcda4 LUA and trait documentation fixes
- Typo in documentation ("proximitry").
- Add spaces between sentences.
- Remove most occurrences of "  " (two spaces) unless clearly used as indendation
- Punctuation (although no fullstop after filenames like "notifications.yaml").
2015-08-24 19:41:15 +02:00

133 lines
4.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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 System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Warheads;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
public enum OwnerType { Victim, Killer, InternalName }
[Desc("Spawn another actor immediately upon death.")]
public class SpawnActorOnDeathInfo : ITraitInfo
{
[ActorReference, FieldLoader.Require]
[Desc("Actor to spawn on death.")]
public readonly string Actor = null;
[Desc("Probability the actor spawns.")]
public readonly int Probability = 100;
[Desc("Owner of the spawned actor. Allowed keywords:" +
"'Victim', 'Killer' and 'InternalName'.")]
public readonly OwnerType OwnerType = OwnerType.Victim;
[Desc("Map player to use when 'InternalName' is defined on 'OwnerType'.")]
public readonly string InternalOwner = null;
[Desc("DeathType that triggers the actor spawn. " +
"Leave empty to spawn an actor ignoring the DeathTypes.")]
public readonly string DeathType = null;
[Desc("Skips the spawned actor's make animations if true.")]
public readonly bool SkipMakeAnimations = true;
[Desc("Should an actor only be spawned when the 'Creeps' setting is true?")]
public readonly bool RequiresLobbyCreeps = false;
public object Create(ActorInitializer init) { return new SpawnActorOnDeath(init, this); }
}
public class SpawnActorOnDeath : INotifyKilled
{
readonly SpawnActorOnDeathInfo info;
readonly string faction;
public SpawnActorOnDeath(ActorInitializer init, SpawnActorOnDeathInfo info)
{
this.info = info;
faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : init.Self.Owner.Faction.InternalName;
}
public void Killed(Actor self, AttackInfo e)
{
if (info.RequiresLobbyCreeps && !self.World.LobbyInfo.GlobalSettings.Creeps)
return;
if (!self.IsInWorld)
return;
if (self.World.SharedRandom.Next(100) > info.Probability)
return;
var warhead = e.Warhead as DamageWarhead;
if (info.DeathType != null && warhead != null && !warhead.DamageTypes.Contains(info.DeathType))
return;
self.World.AddFrameEndTask(w =>
{
var td = new TypeDictionary
{
new ParentActorInit(self),
new LocationInit(self.Location),
new CenterPositionInit(self.CenterPosition),
new FactionInit(faction)
};
if (info.OwnerType == OwnerType.Victim)
td.Add(new OwnerInit(self.Owner));
else if (info.OwnerType == OwnerType.Killer)
td.Add(new OwnerInit(e.Attacker.Owner));
else
td.Add(new OwnerInit(self.World.Players.First(p => p.InternalName == info.InternalOwner)));
if (info.SkipMakeAnimations)
td.Add(new SkipMakeAnimsInit());
// Allows the husk to drag to its final position
var mobile = self.TraitOrDefault<Mobile>();
if (mobile != null)
{
if (!mobile.CanEnterCell(self.Location, self, false)) return;
td.Add(new HuskSpeedInit(mobile.MovementSpeedForCell(self, self.Location)));
}
var facing = self.TraitOrDefault<IFacing>();
if (facing != null)
td.Add(new FacingInit(facing.Facing));
// TODO: This will only take the first turret if there are multiple
// This isn't a problem with the current units, but may be a problem for mods
var turreted = self.TraitsImplementing<Turreted>().FirstOrDefault();
if (turreted != null)
td.Add(new TurretFacingInit(turreted.TurretFacing));
// TODO: untie this and move to Mods.Common
var chronoshiftable = self.TraitOrDefault<Chronoshiftable>();
if (chronoshiftable != null && chronoshiftable.ReturnTicks > 0)
{
td.Add(new ChronoshiftOriginInit(chronoshiftable.Origin));
td.Add(new ChronoshiftReturnInit(chronoshiftable.ReturnTicks));
}
var huskActor = self.TraitsImplementing<IHuskModifier>()
.Select(ihm => ihm.HuskActor(self))
.FirstOrDefault(a => a != null);
w.CreateActor(huskActor ?? info.Actor, td);
});
}
}
}