Second implementation of Sandworms
Fix tabs in AttackSwallow.cs
This commit is contained in:
54
OpenRA.Mods.D2k/AttackSwallow.cs
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54
OpenRA.Mods.D2k/AttackSwallow.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Mods.RA;
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using OpenRA.Traits;
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namespace OpenRA.Mods.D2k
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{
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// TODO: This is a copy of AttackLeap. Maybe combine them in AttackMelee trait when the code is finalized?
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[Desc("Sandworms use this attack model.")]
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class AttackSwallowInfo : AttackFrontalInfo, Requires<SandwormInfo>
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{
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public override object Create(ActorInitializer init) { return new AttackSwallow(init.self, this); }
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}
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class AttackSwallow : AttackFrontal
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{
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readonly Sandworm sandworm;
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public AttackSwallow(Actor self, AttackSwallowInfo attackSwallowInfo)
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: base(self, attackSwallowInfo)
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{
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sandworm = self.Trait<Sandworm>();
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}
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public override void DoAttack(Actor self, Target target)
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{
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// TODO: Worm should ignore Fremen as targets unless they are firing/being fired upon (even moving fremen do not attract worms)
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if (target.Type != TargetType.Actor || !CanAttack(self, target) || !sandworm.CanAttackAtLocation(self, target.Actor.Location))
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// this is so that the worm does not launch an attack against a target that has reached solid rock
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{
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self.CancelActivity();
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return;
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}
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var a = ChooseArmamentForTarget(target);
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if (a == null)
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return;
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if (!target.IsInRange(self.CenterPosition, a.Weapon.Range))
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return;
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self.CancelActivity();
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self.QueueActivity(new SwallowActor(self, target.Actor, a.Weapon));
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}
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}
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}
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@@ -68,6 +68,11 @@
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="AttackSwallow.cs" />
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<Compile Include="Sandworm.cs" />
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<Compile Include="SwallowActor.cs" />
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<Compile Include="ThrowsShrapnel.cs" />
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<Compile Include="DamagedWithoutFoundation.cs" />
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<Compile Include="SpriteLoaders\R8Loader.cs" />
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<Compile Include="Traits\Buildings\DamagedWithoutFoundation.cs" />
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<Compile Include="Traits\Render\WithBuildingPlacedOverlay.cs" />
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@@ -89,6 +94,13 @@
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<Compile Include="AutoCarryall\AutoCarryall.cs" />
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<Compile Include="AutoCarryall\Carryable.cs" />
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<Compile Include="AutoCarryall\CarryUnit.cs" />
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<Compile Include="World\ChooseBuildTabOnSelect.cs" />
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<Compile Include="World\PaletteFromR8.cs" />
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<Compile Include="World\FogPaletteFromR8.cs" />
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<Compile Include="World\D2kResourceLayer.cs" />
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<Compile Include="World\PaletteFromScaledPalette.cs" />
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<Compile Include="WormManager.cs" />
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<Compile Include="WormSpawner.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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70
OpenRA.Mods.D2k/Sandworm.cs
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70
OpenRA.Mods.D2k/Sandworm.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Mods.RA;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.D2k
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{
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class SandwormInfo : Requires<RenderUnitInfo>, Requires<MobileInfo>, IOccupySpaceInfo
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{
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readonly public int WanderMoveRadius = 20;
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readonly public string WormSignNotification = "WormSign";
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public object Create(ActorInitializer init) { return new Sandworm(this); }
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}
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class Sandworm : INotifyIdle
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{
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int ticksIdle;
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int effectiveMoveRadius;
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readonly int maxMoveRadius;
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public Sandworm(SandwormInfo info)
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{
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maxMoveRadius = info.WanderMoveRadius;
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effectiveMoveRadius = info.WanderMoveRadius;
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// TODO: Someone familiar with how the sounds work should fix this:
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// TODO: This should not be here. It should be same as "Enemy unit sighted".
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//Sound.PlayNotification(self.Owner, "Speech", info.WormSignNotification, self.Owner.Country.Race);
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}
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// TODO: This copies AttackWander and builds on top of it. AttackWander should be revised.
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public void TickIdle(Actor self)
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{
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var globalOffset = new WVec(0, -1024 * effectiveMoveRadius, 0).Rotate(WRot.FromFacing(self.World.SharedRandom.Next(255)));
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var offset = new CVec(globalOffset.X/1024, globalOffset.Y/1024);
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var targetlocation = self.Location + offset;
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if (!self.World.Map.Bounds.Contains(targetlocation.X, targetlocation.Y))
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{
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// If MoveRadius is too big there might not be a valid cell to order the attack to (if actor is on a small island and can't leave)
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if (++ticksIdle % 10 == 0) // completely random number
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{
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effectiveMoveRadius--;
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}
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return; // We'll be back the next tick; better to sit idle for a few seconds than prolongue this tick indefinitely with a loop
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}
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self.World.IssueOrder(new Order("AttackMove", self, false) { TargetLocation = targetlocation });
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ticksIdle = 0;
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effectiveMoveRadius = maxMoveRadius;
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}
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public bool CanAttackAtLocation(Actor self, CPos targetLocation)
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{
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return self.Trait<Mobile>().MovementSpeedForCell(self, targetLocation) != 0;
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}
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}
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}
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136
OpenRA.Mods.D2k/SwallowActor.cs
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136
OpenRA.Mods.D2k/SwallowActor.cs
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@@ -0,0 +1,136 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.D2k
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{
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public enum AttackState { Burrowed, EmergingAboveGround, ReturningUndergrown }
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class SwallowActor : Activity
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{
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readonly Actor target;
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readonly Mobile mobile;
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readonly Sandworm sandworm;
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readonly WeaponInfo weapon;
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int countdown;
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AttackState stance = AttackState.Burrowed;
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// TODO: random numbers to make it look ok
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[Desc("The number of ticks it takes to return underground.")]
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const int ReturnTime = 60;
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[Desc("The number of ticks it takes to get in place under the target to attack.")]
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const int AttackTime = 30;
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public SwallowActor(Actor self, Actor target, WeaponInfo weapon)
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{
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if (!target.HasTrait<Mobile>())
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throw new InvalidOperationException("SwallowActor requires a target actor with the Mobile trait");
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this.target = target;
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this.weapon = weapon;
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mobile = self.TraitOrDefault<Mobile>();
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sandworm = self.TraitOrDefault<Sandworm>();
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countdown = AttackTime;
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}
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bool WormAttack(Actor worm)
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{
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var targetLocation = target.Location;
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var lunch = worm.World.ActorMap.GetUnitsAt(targetLocation)
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.Except(new[] { worm })
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.Where(t => weapon.IsValidAgainst(t, worm));
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if (!lunch.Any())
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return false;
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stance = AttackState.EmergingAboveGround;
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lunch.Do(t => t.World.AddFrameEndTask(_ => { t.World.Remove(t); t.Kill(t); })); // dispose of the evidence (we don't want husks)
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mobile.SetPosition(worm, targetLocation);
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PlayAttackAnimation(worm);
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return true;
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}
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public bool PlayAttackAnimation(Actor self)
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{
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var renderUnit = self.Trait<RenderUnit>();
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renderUnit.PlayCustomAnim(self, "sand");
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renderUnit.PlayCustomAnim(self, "mouth");
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// TODO: Someone familiar with how the sounds work should fix this:
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//Sound.PlayNotification(self.Owner, "Speech", "WormAttack", self.Owner.Country.Race);
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return true;
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}
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public override Activity Tick(Actor self)
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{
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if (countdown > 0)
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{
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countdown--;
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return this;
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}
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if (stance == AttackState.ReturningUndergrown) // wait for the worm to get back underground
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{
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#region DisappearToMapEdge
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// More random numbers used for min and max bounds
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var rand = self.World.SharedRandom.Next(200, 400);
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if (rand % 2 == 0) // there is a 50-50 chance that the worm would just go away
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{
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self.CancelActivity();
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//self.World.WorldActor.QueueActivity(new DisappearToMapEdge(self, rand));
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self.World.AddFrameEndTask(w => w.Remove(self));
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var wormManager = self.World.WorldActor.TraitOrDefault<WormManager>();
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if (wormManager != null)
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wormManager.DecreaseWorms();
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}
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#endregion
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// TODO: if the worm did not disappear, make the animation reappear here
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return NextActivity;
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}
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if (stance == AttackState.Burrowed) // wait for the worm to get in position
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{
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// TODO: make the worm animation (currenty the lightning) disappear here
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// this is so that the worm cancels an attack against a target that has reached solid rock
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if (sandworm == null || !sandworm.CanAttackAtLocation(self, target.Location))
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{
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return NextActivity;
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}
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var success = WormAttack(self);
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if (!success)
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{
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return NextActivity;
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}
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countdown = ReturnTime;
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stance = AttackState.ReturningUndergrown;
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}
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return this;
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}
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}
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}
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87
OpenRA.Mods.D2k/WormManager.cs
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87
OpenRA.Mods.D2k/WormManager.cs
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@@ -0,0 +1,87 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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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.D2k
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{
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[Desc("Controls the spawning of sandworms. Attach this to the world actor.")]
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class WormManagerInfo : ITraitInfo
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{
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[Desc("Minimum number of worms")]
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public readonly int Minimum = 1;
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[Desc("Maximum number of worms")]
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public readonly int Maximum = 5;
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[Desc("Average time (seconds) between crate spawn")]
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public readonly int SpawnInterval = 180;
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public readonly string WormSignature = "sandworm";
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public readonly string WormOwnerPlayer = "Creeps";
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public object Create (ActorInitializer init) { return new WormManager(this, init.self); }
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}
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class WormManager : ITick
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{
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int countdown;
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int wormsPresent;
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readonly WormManagerInfo info;
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readonly Lazy<Actor[]> spawnPoints;
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public WormManager(WormManagerInfo info, Actor self)
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{
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this.info = info;
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spawnPoints = Exts.Lazy(() => self.World.ActorsWithTrait<WormSpawner>().Select(x => x.Actor).ToArray());
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}
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public void Tick(Actor self)
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{
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// TODO: Add a lobby option to disable worms just like crates
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if (--countdown > 0)
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return;
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countdown = info.SpawnInterval * 25;
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if (wormsPresent < info.Maximum)
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SpawnWorm(self);
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}
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private void SpawnWorm (Actor self)
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{
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var spawnLocation = GetRandomSpawnPosition(self);
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self.World.AddFrameEndTask(w =>
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w.CreateActor(info.WormSignature, new TypeDictionary
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{
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new OwnerInit(w.Players.First(x => x.PlayerName == info.WormOwnerPlayer)),
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new LocationInit(spawnLocation)
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}));
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wormsPresent++;
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}
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private CPos GetRandomSpawnPosition(Actor self)
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{
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// TODO: This is here only for testing, while the maps don't have valid spawn points
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if (!spawnPoints.Value.Any())
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return self.World.Map.ChooseRandomEdgeCell(self.World.SharedRandom);
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return spawnPoints.Value[self.World.SharedRandom.Next(0, spawnPoints.Value.Count() - 1)].Location;
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}
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public void DecreaseWorms()
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{
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wormsPresent--;
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}
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}
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}
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24
OpenRA.Mods.D2k/WormSpawner.cs
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24
OpenRA.Mods.D2k/WormSpawner.cs
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@@ -0,0 +1,24 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.D2k
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{
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[Desc("An actor with this trait indicates a valid spawn point for sandworms.")]
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class WormSpawnerInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new WormSpawner(); }
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}
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class WormSpawner
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{
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}
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}
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Reference in New Issue
Block a user