Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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78
OpenRA.Mods.Common/Traits/ExplosionOnDamageTransition.cs
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78
OpenRA.Mods.Common/Traits/ExplosionOnDamageTransition.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("This actor triggers an explosion on itself when transitioning to a specific damage state.")]
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public class ExplosionOnDamageTransitionInfo : ConditionalTraitInfo, IRulesetLoaded, Requires<IHealthInfo>
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{
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[WeaponReference]
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[FieldLoader.Require]
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[Desc("Weapon to use for explosion.")]
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public readonly string Weapon = null;
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[Desc("At which damage state explosion will trigger.")]
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public readonly DamageState DamageState = DamageState.Heavy;
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[Desc("Should the explosion only be triggered once?")]
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public readonly bool TriggerOnlyOnce = false;
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public WeaponInfo WeaponInfo { get; private set; }
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public override object Create(ActorInitializer init) { return new ExplosionOnDamageTransition(this); }
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public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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base.RulesetLoaded(rules, ai);
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if (string.IsNullOrEmpty(Weapon))
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return;
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var weaponToLower = Weapon.ToLowerInvariant();
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if (!rules.Weapons.TryGetValue(weaponToLower, out var weapon))
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throw new YamlException($"Weapons Ruleset does not contain an entry '{weaponToLower}'");
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WeaponInfo = weapon;
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}
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}
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public class ExplosionOnDamageTransition : ConditionalTrait<ExplosionOnDamageTransitionInfo>, INotifyDamageStateChanged
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{
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bool triggered;
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public ExplosionOnDamageTransition(ExplosionOnDamageTransitionInfo info)
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: base(info) { }
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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if (!self.IsInWorld)
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return;
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if (triggered)
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return;
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if (IsTraitDisabled)
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return;
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if (e.DamageState >= Info.DamageState && e.PreviousDamageState < Info.DamageState)
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{
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if (Info.TriggerOnlyOnce)
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triggered = true;
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// Use .FromPos since the actor might have been killed, don't use Target.FromActor
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Info.WeaponInfo.Impact(Target.FromPos(self.CenterPosition), e.Attacker);
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}
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}
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}
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}
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