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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146
OpenRA.Mods.Common/Traits/SpawnActorOnDeath.cs
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146
OpenRA.Mods.Common/Traits/SpawnActorOnDeath.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 System.Linq;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public enum OwnerType { Victim, Killer, InternalName }
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[Desc("Spawn another actor immediately upon death.")]
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public class SpawnActorOnDeathInfo : ConditionalTraitInfo
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{
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[ActorReference]
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[FieldLoader.Require]
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[Desc("Actor to spawn on death.")]
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public readonly string Actor = null;
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[Desc("Probability the actor spawns.")]
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public readonly int Probability = 100;
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[Desc("Owner of the spawned actor. Allowed keywords:" +
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"'Victim', 'Killer' and 'InternalName'. " +
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"Falls back to 'InternalName' if 'Victim' is used " +
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"and the victim is defeated (see 'SpawnAfterDefeat').")]
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public readonly OwnerType OwnerType = OwnerType.Victim;
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[Desc("Map player to use when 'InternalName' is defined on 'OwnerType'.")]
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public readonly string InternalOwner = "Neutral";
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[Desc("Changes the effective (displayed) owner of the spawned actor to the old owner (victim).")]
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public readonly bool EffectiveOwnerFromOwner = false;
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[Desc("DeathType that triggers the actor spawn. " +
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"Leave empty to spawn an actor ignoring the DeathTypes.")]
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public readonly string DeathType = null;
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[Desc("Skips the spawned actor's make animations if true.")]
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public readonly bool SkipMakeAnimations = true;
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[Desc("Should an actor only be spawned when the 'Creeps' setting is true?")]
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public readonly bool RequiresLobbyCreeps = false;
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[Desc("Offset of the spawned actor relative to the dying actor's position.",
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"Warning: Spawning an actor outside the parent actor's footprint/influence might",
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"lead to unexpected behaviour.")]
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public readonly CVec Offset = CVec.Zero;
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[Desc("Should an actor spawn after the player has been defeated (e.g. after surrendering)?")]
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public readonly bool SpawnAfterDefeat = true;
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public override object Create(ActorInitializer init) { return new SpawnActorOnDeath(init, this); }
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}
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public class SpawnActorOnDeath : ConditionalTrait<SpawnActorOnDeathInfo>, INotifyKilled, INotifyRemovedFromWorld
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{
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readonly string faction;
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readonly bool enabled;
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Player attackingPlayer;
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public SpawnActorOnDeath(ActorInitializer init, SpawnActorOnDeathInfo info)
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: base(info)
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{
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enabled = !info.RequiresLobbyCreeps || init.Self.World.WorldActor.Trait<MapCreeps>().Enabled;
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faction = init.GetValue<FactionInit, string>(init.Self.Owner.Faction.InternalName);
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}
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void INotifyKilled.Killed(Actor self, AttackInfo e)
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{
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if (!enabled || IsTraitDisabled || !self.IsInWorld)
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return;
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if (self.World.SharedRandom.Next(100) > Info.Probability)
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return;
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if (Info.DeathType != null && !e.Damage.DamageTypes.Contains(Info.DeathType))
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return;
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attackingPlayer = e.Attacker.Owner;
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}
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// Don't add the new actor to the world before all RemovedFromWorld callbacks have run
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void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
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{
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if (attackingPlayer == null)
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return;
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var defeated = self.Owner.WinState == WinState.Lost;
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if (defeated && !Info.SpawnAfterDefeat)
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return;
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var td = new TypeDictionary
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{
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new ParentActorInit(self),
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new LocationInit(self.Location + Info.Offset),
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new CenterPositionInit(self.CenterPosition),
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new FactionInit(faction)
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};
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if (self.EffectiveOwner != null && self.EffectiveOwner.Disguised)
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td.Add(new EffectiveOwnerInit(self.EffectiveOwner.Owner));
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else if (Info.EffectiveOwnerFromOwner)
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td.Add(new EffectiveOwnerInit(self.Owner));
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if (Info.OwnerType == OwnerType.Victim)
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{
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// Fall back to InternalOwner if the Victim was defeated,
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// but only if InternalOwner is defined
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if (!defeated || string.IsNullOrEmpty(Info.InternalOwner))
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td.Add(new OwnerInit(self.Owner));
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else
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{
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td.Add(new OwnerInit(self.World.Players.First(p => p.InternalName == Info.InternalOwner)));
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if (!td.Contains<EffectiveOwnerInit>())
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td.Add(new EffectiveOwnerInit(self.Owner));
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}
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}
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else if (Info.OwnerType == OwnerType.Killer)
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td.Add(new OwnerInit(attackingPlayer));
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else
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td.Add(new OwnerInit(self.World.Players.First(p => p.InternalName == Info.InternalOwner)));
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if (Info.SkipMakeAnimations)
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td.Add(new SkipMakeAnimsInit());
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foreach (var modifier in self.TraitsImplementing<IDeathActorInitModifier>())
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modifier.ModifyDeathActorInit(self, td);
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var huskActor = self.TraitsImplementing<IHuskModifier>()
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.Select(ihm => ihm.HuskActor(self))
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.FirstOrDefault(a => a != null);
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self.World.AddFrameEndTask(w => w.CreateActor(huskActor ?? Info.Actor, td));
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}
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}
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}
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