Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/GroundLevelBridge.cs
2020-10-21 18:41:16 +02:00

128 lines
4.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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 OpenRA.GameRules;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Bridge actor that can't be passed underneath.")]
class GroundLevelBridgeInfo : TraitInfo, IRulesetLoaded, Requires<BuildingInfo>, Requires<IHealthInfo>
{
public readonly string TerrainType = "Bridge";
public readonly string Type = "GroundLevelBridge";
public readonly CVec[] NeighbourOffsets = { };
[WeaponReference]
[Desc("The name of the weapon to use when demolishing the bridge")]
public readonly string DemolishWeapon = "Demolish";
public WeaponInfo DemolishWeaponInfo { get; private set; }
[Desc("Types of damage that this bridge causes to units over/in path of it while being destroyed/repaired. Leave empty for no damage types.")]
public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
public void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
var weaponToLower = (DemolishWeapon ?? string.Empty).ToLowerInvariant();
if (!rules.Weapons.TryGetValue(weaponToLower, out var weapon))
throw new YamlException("Weapons Ruleset does not contain an entry '{0}'".F(weaponToLower));
DemolishWeaponInfo = weapon;
}
public override object Create(ActorInitializer init) { return new GroundLevelBridge(init.Self, this); }
}
class GroundLevelBridge : IBridgeSegment, INotifyAddedToWorld, INotifyRemovedFromWorld
{
public readonly GroundLevelBridgeInfo Info;
readonly Actor self;
readonly BridgeLayer bridgeLayer;
readonly IEnumerable<CPos> cells;
readonly IHealth health;
public GroundLevelBridge(Actor self, GroundLevelBridgeInfo info)
{
Info = info;
this.self = self;
health = self.Trait<IHealth>();
bridgeLayer = self.World.WorldActor.Trait<BridgeLayer>();
var buildingInfo = self.Info.TraitInfo<BuildingInfo>();
cells = buildingInfo.PathableTiles(self.Location);
}
void UpdateTerrain(Actor self, byte terrainIndex)
{
foreach (var cell in cells)
self.World.Map.CustomTerrain[cell] = terrainIndex;
self.World.WorldActor.TraitOrDefault<DomainIndex>()?.UpdateCells(self.World, cells);
}
void INotifyAddedToWorld.AddedToWorld(Actor self)
{
bridgeLayer.Add(self);
var tileSet = self.World.Map.Rules.TileSet;
var terrainIndex = tileSet.GetTerrainIndex(Info.TerrainType);
UpdateTerrain(self, terrainIndex);
KillInvalidActorsInFootprint(self);
}
void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
{
bridgeLayer.Remove(self);
UpdateTerrain(self, byte.MaxValue);
KillInvalidActorsInFootprint(self);
}
void KillInvalidActorsInFootprint(Actor self)
{
foreach (var c in cells)
foreach (var a in self.World.ActorMap.GetActorsAt(c))
if (a.Info.HasTraitInfo<IPositionableInfo>() && !a.Trait<IPositionable>().CanExistInCell(c))
a.Kill(self, Info.DamageTypes);
}
void IBridgeSegment.Repair(Actor repairer)
{
health.InflictDamage(self, repairer, new Damage(-health.MaxHP), true);
}
void IBridgeSegment.Demolish(Actor saboteur, BitSet<DamageType> damageTypes)
{
self.World.AddFrameEndTask(w =>
{
if (self.IsDead)
return;
// Use .FromPos since this actor is dead. Cannot use Target.FromActor
Info.DemolishWeaponInfo.Impact(Target.FromPos(self.CenterPosition), saboteur);
self.Kill(saboteur, damageTypes);
});
}
string IBridgeSegment.Type { get { return Info.Type; } }
DamageState IBridgeSegment.DamageState { get { return self.GetDamageState(); } }
bool IBridgeSegment.Valid { get { return self.IsInWorld; } }
CVec[] IBridgeSegment.NeighbourOffsets { get { return Info.NeighbourOffsets; } }
CPos IBridgeSegment.Location { get { return self.Location; } }
}
}