Files
OpenRA/OpenRA.Mods.Common/Traits/ExplosionOnDamageTransition.cs
2020-08-19 18:11:07 +01:00

77 lines
2.3 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 OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("This actor triggers an explosion on itself when transitioning to a specific damage state.")]
public class ExplosionOnDamageTransitionInfo : TraitInfo, IRulesetLoaded, Requires<IHealthInfo>
{
[WeaponReference]
[FieldLoader.Require]
[Desc("Weapon to use for explosion.")]
public readonly string Weapon = null;
[Desc("At which damage state explosion will trigger.")]
public readonly DamageState DamageState = DamageState.Heavy;
[Desc("Should the explosion only be triggered once?")]
public readonly bool TriggerOnlyOnce = false;
public WeaponInfo WeaponInfo { get; private set; }
public override object Create(ActorInitializer init) { return new ExplosionOnDamageTransition(this, init.Self); }
public void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
if (string.IsNullOrEmpty(Weapon))
return;
var weaponToLower = Weapon.ToLowerInvariant();
if (!rules.Weapons.TryGetValue(weaponToLower, out var weapon))
throw new YamlException("Weapons Ruleset does not contain an entry '{0}'".F(weaponToLower));
WeaponInfo = weapon;
}
}
public class ExplosionOnDamageTransition : INotifyDamageStateChanged
{
readonly ExplosionOnDamageTransitionInfo info;
bool triggered;
public ExplosionOnDamageTransition(ExplosionOnDamageTransitionInfo info, Actor self)
{
this.info = info;
}
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
{
if (!self.IsInWorld)
return;
if (triggered)
return;
if (e.DamageState >= info.DamageState && e.PreviousDamageState < info.DamageState)
{
if (info.TriggerOnlyOnce)
triggered = true;
// Use .FromPos since the actor might have been killed, don't use Target.FromActor
info.WeaponInfo.Impact(Target.FromPos(self.CenterPosition), e.Attacker);
}
}
}
}