Merge Mods.RA into Mods.Cnc
This commit is contained in:
62
OpenRA.Mods.Cnc/Traits/Infiltration/InfiltrateForCash.cs
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62
OpenRA.Mods.Cnc/Traits/Infiltration/InfiltrateForCash.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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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;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[Desc("This structure can be infiltrated causing funds to be stolen.")]
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class InfiltrateForCashInfo : ITraitInfo
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{
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[Desc("Percentage of the victim's resources that will be stolen.")]
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public readonly int Percentage = 100;
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[Desc("Amount of guaranteed funds to claim when the victim does not have enough resources.",
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"When negative, the production price of the infiltrating actor will be used instead.")]
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public readonly int Minimum = -1;
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[Desc("Maximum amount of funds which will be stolen.")]
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public readonly int Maximum = int.MaxValue;
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[Desc("Sound the victim will hear when they get robbed.")]
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public readonly string Notification = null;
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public object Create(ActorInitializer init) { return new InfiltrateForCash(this); }
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}
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class InfiltrateForCash : INotifyInfiltrated
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{
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readonly InfiltrateForCashInfo info;
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public InfiltrateForCash(InfiltrateForCashInfo info) { this.info = info; }
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void INotifyInfiltrated.Infiltrated(Actor self, Actor infiltrator)
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{
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var targetResources = self.Owner.PlayerActor.Trait<PlayerResources>();
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var spyResources = infiltrator.Owner.PlayerActor.Trait<PlayerResources>();
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var spyValue = infiltrator.Info.TraitInfoOrDefault<ValuedInfo>();
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var toTake = Math.Min(info.Maximum, (targetResources.Cash + targetResources.Resources) * info.Percentage / 100);
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var toGive = Math.Max(toTake, info.Minimum >= 0 ? info.Minimum : spyValue != null ? spyValue.Cost : 0);
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targetResources.TakeCash(toTake);
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spyResources.GiveCash(toGive);
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if (info.Notification != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", info.Notification, self.Owner.Faction.InternalName);
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self.World.AddFrameEndTask(w => w.Add(new FloatingText(self.CenterPosition, infiltrator.Owner.Color.RGB, FloatingText.FormatCashTick(toGive), 30)));
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}
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}
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}
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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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.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[Desc("Reveals a decoration sprite to the indicated players when infiltrated.")]
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class InfiltrateForDecorationInfo : WithDecorationInfo
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{
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public override object Create(ActorInitializer init) { return new InfiltrateForDecoration(init.Self, this); }
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}
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class InfiltrateForDecoration : WithDecoration, INotifyInfiltrated
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{
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readonly HashSet<Player> infiltrators = new HashSet<Player>();
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public InfiltrateForDecoration(Actor self, InfiltrateForDecorationInfo info)
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: base(self, info) { }
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void INotifyInfiltrated.Infiltrated(Actor self, Actor infiltrator)
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{
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infiltrators.Add(infiltrator.Owner);
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}
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protected override bool ShouldRender(Actor self)
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{
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return self.World.RenderPlayer == null || infiltrators.Any(i =>
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Info.ValidStances.HasStance(i.Stances[self.World.RenderPlayer]));
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}
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}
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}
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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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.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[Desc("Steal and reset the owner's exploration.")]
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class InfiltrateForExplorationInfo : TraitInfo<InfiltrateForExploration> { }
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class InfiltrateForExploration : INotifyInfiltrated
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{
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void INotifyInfiltrated.Infiltrated(Actor self, Actor infiltrator)
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{
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infiltrator.Owner.Shroud.Explore(self.Owner.Shroud);
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if (!self.Owner.HasFogVisibility)
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self.Owner.Shroud.ResetExploration();
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}
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}
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}
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@@ -0,0 +1,45 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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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.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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class InfiltrateForPowerOutageInfo : ITraitInfo
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{
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public readonly int Duration = 25 * 20;
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public object Create(ActorInitializer init) { return new InfiltrateForPowerOutage(init.Self, this); }
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}
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class InfiltrateForPowerOutage : INotifyOwnerChanged, INotifyInfiltrated
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{
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readonly InfiltrateForPowerOutageInfo info;
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PowerManager playerPower;
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public InfiltrateForPowerOutage(Actor self, InfiltrateForPowerOutageInfo info)
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{
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this.info = info;
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playerPower = self.Owner.PlayerActor.Trait<PowerManager>();
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}
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void INotifyInfiltrated.Infiltrated(Actor self, Actor infiltrator)
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{
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playerPower.TriggerPowerOutage(info.Duration);
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}
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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playerPower = self.Owner.PlayerActor.Trait<PowerManager>();
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}
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}
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}
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@@ -0,0 +1,42 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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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.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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class InfiltrateForSupportPowerInfo : ITraitInfo
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{
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[ActorReference, FieldLoader.Require] public readonly string Proxy = null;
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public object Create(ActorInitializer init) { return new InfiltrateForSupportPower(this); }
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}
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class InfiltrateForSupportPower : INotifyInfiltrated
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{
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readonly InfiltrateForSupportPowerInfo info;
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public InfiltrateForSupportPower(InfiltrateForSupportPowerInfo info)
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{
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this.info = info;
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}
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void INotifyInfiltrated.Infiltrated(Actor self, Actor infiltrator)
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{
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infiltrator.World.AddFrameEndTask(w => w.CreateActor(info.Proxy, new TypeDictionary
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{
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new OwnerInit(infiltrator.Owner)
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}));
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}
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}
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}
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152
OpenRA.Mods.Cnc/Traits/Infiltration/Infiltrates.cs
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152
OpenRA.Mods.Cnc/Traits/Infiltration/Infiltrates.cs
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@@ -0,0 +1,152 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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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.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Mods.Cnc.Activities;
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using OpenRA.Mods.Common;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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class InfiltratesInfo : ITraitInfo
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{
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public readonly HashSet<string> Types = new HashSet<string>();
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[VoiceReference] public readonly string Voice = "Action";
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[Desc("What diplomatic stances can be infiltrated by this actor.")]
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public readonly Stance ValidStances = Stance.Neutral | Stance.Enemy;
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[Desc("Behaviour when entering the structure.",
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"Possible values are Exit, Suicide, Dispose.")]
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public readonly EnterBehaviour EnterBehaviour = EnterBehaviour.Dispose;
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[Desc("Notification to play when a building is infiltrated.")]
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public readonly string Notification = "BuildingInfiltrated";
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[Desc("Experience to grant to the infiltrating player.")]
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public readonly int PlayerExperience = 0;
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public object Create(ActorInitializer init) { return new Infiltrates(this); }
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}
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class Infiltrates : IIssueOrder, IResolveOrder, IOrderVoice
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{
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readonly InfiltratesInfo info;
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public Infiltrates(InfiltratesInfo info)
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{
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this.info = info;
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get { yield return new InfiltrationOrderTargeter(info); }
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order.OrderID != "Infiltrate")
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return null;
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if (target.Type == TargetType.FrozenActor)
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return new Order(order.OrderID, self, queued) { ExtraData = target.FrozenActor.ID };
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return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
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}
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bool IsValidOrder(Actor self, Order order)
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{
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// Not targeting an actor
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if (order.ExtraData == 0 && order.TargetActor == null)
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return false;
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IEnumerable<string> targetTypes;
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if (order.ExtraData != 0)
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{
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// Targeted an actor under the fog
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var frozenLayer = self.Owner.PlayerActor.TraitOrDefault<FrozenActorLayer>();
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if (frozenLayer == null)
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return false;
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var frozen = frozenLayer.FromID(order.ExtraData);
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if (frozen == null)
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return false;
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targetTypes = frozen.TargetTypes;
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}
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else
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targetTypes = order.TargetActor.GetEnabledTargetTypes();
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return info.Types.Overlaps(targetTypes);
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "Infiltrate" && IsValidOrder(self, order)
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? info.Voice : null;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString != "Infiltrate" || !IsValidOrder(self, order))
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return;
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var target = self.ResolveFrozenActorOrder(order, Color.Red);
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if (target.Type != TargetType.Actor
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|| !info.Types.Overlaps(target.Actor.GetAllTargetTypes()))
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return;
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if (!order.Queued)
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self.CancelActivity();
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self.SetTargetLine(target, Color.Red);
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self.QueueActivity(new Infiltrate(self, target.Actor, info.EnterBehaviour, info.ValidStances, info.Notification, info.PlayerExperience));
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}
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}
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class InfiltrationOrderTargeter : UnitOrderTargeter
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{
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readonly InfiltratesInfo info;
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public InfiltrationOrderTargeter(InfiltratesInfo info)
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: base("Infiltrate", 7, "enter", true, false)
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{
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this.info = info;
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}
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public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
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{
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var stance = self.Owner.Stances[target.Owner];
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if (!info.ValidStances.HasStance(stance))
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return false;
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return info.Types.Overlaps(target.GetAllTargetTypes());
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}
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public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
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{
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var stance = self.Owner.Stances[target.Owner];
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if (!info.ValidStances.HasStance(stance))
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return false;
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return info.Types.Overlaps(target.Info.TraitInfos<ITargetableInfo>().SelectMany(ti => ti.GetTargetTypes()));
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}
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}
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}
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