Port Demolish to the new Enter activity.
This commit is contained in:
committed by
Oliver Brakmann
parent
a17608a24e
commit
167371d540
@@ -9,55 +9,79 @@
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*/
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#endregion
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using System;
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using System.Drawing;
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using System.Linq;
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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.Common.Activities
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{
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class Demolish : LegacyEnter
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class Demolish : Enter
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{
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readonly Actor target;
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readonly IDemolishable[] demolishables;
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readonly int delay;
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readonly int flashes;
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readonly int flashesDelay;
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readonly int flashInterval;
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readonly INotifyDemolition[] notifiers;
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readonly EnterBehaviour enterBehaviour;
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public Demolish(Actor self, Actor target, EnterBehaviour enterBehaviour, int delay,
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Actor enterActor;
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IDemolishable[] enterDemolishables;
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public Demolish(Actor self, Target target, EnterBehaviour enterBehaviour, int delay,
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int flashes, int flashesDelay, int flashInterval)
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: base(self, target, enterBehaviour, targetLineColor: Color.Red)
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: base(self, target, Color.Red)
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{
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this.target = target;
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demolishables = target.TraitsImplementing<IDemolishable>().ToArray();
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notifiers = self.TraitsImplementing<INotifyDemolition>().ToArray();
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this.delay = delay;
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this.flashes = flashes;
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this.flashesDelay = flashesDelay;
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this.flashInterval = flashInterval;
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this.enterBehaviour = enterBehaviour;
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}
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protected override bool CanReserve(Actor self)
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protected override bool TryStartEnter(Actor self, Actor targetActor)
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{
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return demolishables.Any(i => i.IsValidTarget(target, self));
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enterActor = targetActor;
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enterDemolishables = targetActor.TraitsImplementing<IDemolishable>().ToArray();
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// Make sure we can still demolish the target before entering
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// (but not before, because this may stop the actor in the middle of nowhere)
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if (!enterDemolishables.Any(i => i.IsValidTarget(enterActor, self)))
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{
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Cancel(self, true);
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return false;
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}
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return true;
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}
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protected override void OnInside(Actor self)
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protected override void OnEnterComplete(Actor self, Actor targetActor)
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{
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self.World.AddFrameEndTask(w =>
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{
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if (target.IsDead)
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// Make sure the target hasn't changed while entering
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// OnEnterComplete is only called if targetActor is alive
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if (targetActor != enterActor)
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return;
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w.Add(new FlashTarget(target, count: flashes, delay: flashesDelay, interval: flashInterval));
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if (!enterDemolishables.Any(i => i.IsValidTarget(enterActor, self)))
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return;
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w.Add(new FlashTarget(enterActor, count: flashes, delay: flashesDelay, interval: flashInterval));
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foreach (var ind in notifiers)
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ind.Demolishing(self);
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foreach (var d in demolishables)
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d.Demolish(target, self, delay);
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foreach (var d in enterDemolishables)
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d.Demolish(enterActor, self, delay);
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if (enterBehaviour == EnterBehaviour.Dispose)
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self.Dispose();
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else if (enterBehaviour == EnterBehaviour.Suicide)
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self.Kill(self);
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});
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}
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}
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