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OpenRA/OpenRA.Mods.Common/Traits/DamagedByTerrain.cs
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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>
2026-01-10 21:46:54 +08:00

63 lines
1.8 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Immutable;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("This actor receives damage from the given weapon when on the specified terrain type.")]
public class DamagedByTerrainInfo : ConditionalTraitInfo, Requires<IHealthInfo>, Requires<IOccupySpaceInfo>
{
[FieldLoader.Require]
[Desc("Amount of damage received per DamageInterval ticks.")]
public readonly int Damage = 0;
[Desc("Delay between receiving damage.")]
public readonly int DamageInterval = 0;
[Desc("Apply the damage using these damagetypes.")]
public readonly BitSet<DamageType> DamageTypes = default;
[FieldLoader.Require]
[Desc("Terrain types where the actor will take damage.")]
public readonly ImmutableArray<string> Terrain = [];
public override object Create(ActorInitializer init) { return new DamagedByTerrain(this); }
}
public class DamagedByTerrain : ConditionalTrait<DamagedByTerrainInfo>, ITick
{
int damageTicks;
public DamagedByTerrain(DamagedByTerrainInfo info)
: base(info) { }
void ITick.Tick(Actor self)
{
if (IsTraitDisabled || --damageTicks > 0)
return;
// Prevents harming cargo.
if (!self.IsInWorld)
return;
var t = self.World.Map.GetTerrainInfo(self.Location);
if (!Info.Terrain.Contains(t.Type))
return;
self.InflictDamage(self.World.WorldActor, new Damage(Info.Damage, Info.DamageTypes));
damageTicks = Info.DamageInterval;
}
}
}