Files
OpenRA/OpenRA.Mods.RA/Explodes.cs
Matthias Mailänder cec348c462 don't explode when not in world
fixes #3895
StyleCop cleanup
2013-10-05 21:47:23 +02:00

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 System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class ExplodesInfo : ITraitInfo
{
[WeaponReference]
public readonly string Weapon = "UnitExplode";
[WeaponReference]
public readonly string EmptyWeapon = "UnitExplode";
public readonly int Chance = 100;
public readonly int[] InfDeath = null;
public object Create(ActorInitializer init) { return new Explodes(this); }
}
class Explodes : INotifyKilled
{
readonly ExplodesInfo explodesInfo;
public Explodes(ExplodesInfo info) { explodesInfo = info; }
public void Killed(Actor self, AttackInfo e)
{
if (!self.IsInWorld)
return;
if (self.World.SharedRandom.Next(100) > explodesInfo.Chance)
return;
if (explodesInfo.InfDeath != null && e.Warhead != null && !explodesInfo.InfDeath.Contains(e.Warhead.InfDeath))
return;
var weapon = ChooseWeaponForExplosion(self);
if (weapon != null)
Combat.DoExplosion(e.Attacker, weapon, self.CenterPosition);
}
string ChooseWeaponForExplosion(Actor self)
{
var shouldExplode = self.TraitsImplementing<IExplodeModifier>().All(a => a.ShouldExplode(self));
return shouldExplode ? explodesInfo.Weapon : explodesInfo.EmptyWeapon;
}
}
}