Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
125 lines
4.3 KiB
C#
125 lines
4.3 KiB
C#
#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.Collections.Immutable;
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using System.Linq;
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using OpenRA.GameRules;
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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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[Desc("Throws particles when the actor is destroyed that do damage on impact.")]
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public class FireProjectilesOnDeathInfo : ConditionalTraitInfo, IRulesetLoaded
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{
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[WeaponReference]
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[FieldLoader.Require]
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[Desc("The weapons used for shrapnel.")]
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public readonly ImmutableArray<string> Weapons = [];
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[Desc("What damage type needs to kill the actor to trigger the firing of projectiles? " +
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"Leave empty to ignore damage types.")]
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public readonly BitSet<DamageType> DeathTypes = default;
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[Desc("The minimal amount of health loss required to trigger projectiles.")]
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public readonly int MinimumDamage = 0;
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[Desc("The maximum amount of health loss required to trigger projectiles.")]
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public readonly int MaximumDamage = int.MaxValue;
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[Desc("The amount of pieces of shrapnel to expel. Two values indicate a range.")]
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public readonly ImmutableArray<int> Pieces = [3, 10];
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[Desc("The minimum and maximum distances the shrapnel may travel.")]
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public readonly ImmutableArray<WDist> Range = [WDist.FromCells(2), WDist.FromCells(5)];
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public ImmutableArray<WeaponInfo> WeaponInfos { get; private set; }
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public override object Create(ActorInitializer actor) { return new FireProjectilesOnDeath(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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WeaponInfos = Weapons.Select(w =>
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{
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var weaponToLower = w.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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return weapon;
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}).ToImmutableArray();
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}
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}
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public class FireProjectilesOnDeath : ConditionalTrait<FireProjectilesOnDeathInfo>, INotifyKilled
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{
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public FireProjectilesOnDeath(FireProjectilesOnDeathInfo info)
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: base(info) { }
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void INotifyKilled.Killed(Actor self, AttackInfo attack)
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{
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if (IsTraitDisabled)
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return;
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if (!Info.DeathTypes.IsEmpty && !attack.Damage.DamageTypes.Overlaps(Info.DeathTypes))
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return;
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if (attack.Damage.Value <= Info.MinimumDamage || attack.Damage.Value >= Info.MaximumDamage)
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return;
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foreach (var wep in Info.WeaponInfos)
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{
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var pieces = Util.RandomInRange(self.World.SharedRandom, Info.Pieces);
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var range = self.World.SharedRandom.Next(Info.Range[0].Length, Info.Range[1].Length);
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for (var i = 0; pieces > i; i++)
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{
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var rotation = WRot.FromYaw(new WAngle(self.World.SharedRandom.Next(1024)));
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var dat = self.World.Map.DistanceAboveTerrain(self.CenterPosition);
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var source = dat.Length < 0 ? self.CenterPosition - new WVec(0, 0, dat.Length) : self.CenterPosition;
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var args = new ProjectileArgs
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{
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Weapon = wep,
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Facing = new WAngle(self.World.SharedRandom.Next(1024)),
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CurrentMuzzleFacing = () => WAngle.Zero,
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DamageModifiers = self.TraitsImplementing<IFirepowerModifier>()
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.Select(a => a.GetFirepowerModifier()).ToArray(),
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InaccuracyModifiers = self.TraitsImplementing<IInaccuracyModifier>()
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.Select(a => a.GetInaccuracyModifier()).ToArray(),
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RangeModifiers = self.TraitsImplementing<IRangeModifier>()
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.Select(a => a.GetRangeModifier()).ToArray(),
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Source = source,
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CurrentSource = () => source,
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SourceActor = self,
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PassiveTarget = source + new WVec(range, 0, 0).Rotate(rotation)
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};
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self.World.AddFrameEndTask(x =>
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{
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if (args.Weapon.Projectile != null)
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{
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var projectile = args.Weapon.Projectile.Create(args);
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if (projectile != null)
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self.World.Add(projectile);
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if (args.Weapon.Report != null && args.Weapon.Report.Length > 0)
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Game.Sound.Play(SoundType.World, args.Weapon.Report, self.World, self.CenterPosition);
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}
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});
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}
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}
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}
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}
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}
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