Renamed Upgrades directory to Conditions.
This commit is contained in:
284
OpenRA.Mods.Common/Traits/Conditions/GrantConditionOnDeploy.cs
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284
OpenRA.Mods.Common/Traits/Conditions/GrantConditionOnDeploy.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 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 System.Collections.Generic;
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using OpenRA.Activities;
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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.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class GrantConditionOnDeployInfo : ITraitInfo
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{
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[GrantedConditionReference]
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[Desc("The condition to grant while the actor is undeployed.")]
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public readonly string UndeployedCondition = null;
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[FieldLoader.Require]
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[GrantedConditionReference]
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[Desc("The condition to grant after deploying and revoke before undeploying.")]
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public readonly string DeployedCondition = null;
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[Desc("The terrain types that this actor can deploy on. Leave empty to allow any.")]
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public readonly HashSet<string> AllowedTerrainTypes = new HashSet<string>();
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[Desc("Can this actor deploy on slopes?")]
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public readonly bool CanDeployOnRamps = false;
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[Desc("Cursor to display when able to (un)deploy the actor.")]
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public readonly string DeployCursor = "deploy";
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[Desc("Cursor to display when unable to (un)deploy the actor.")]
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public readonly string DeployBlockedCursor = "deploy-blocked";
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[SequenceReference, Desc("Animation to play for deploying/undeploying.")]
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public readonly string DeployAnimation = null;
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[Desc("Facing that the actor must face before deploying. Set to -1 to deploy regardless of facing.")]
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public readonly int Facing = -1;
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[Desc("Sound to play when deploying.")]
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public readonly string DeploySound = null;
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[Desc("Sound to play when undeploying.")]
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public readonly string UndeploySound = null;
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[Desc("Can this actor undeploy?")]
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public readonly bool CanUndeploy = true;
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public object Create(ActorInitializer init) { return new GrantConditionOnDeploy(init, this); }
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}
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public enum DeployState { Undeployed, Deploying, Deployed, Undeploying }
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public class GrantConditionOnDeploy : IResolveOrder, IIssueOrder, INotifyCreated
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{
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readonly Actor self;
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readonly GrantConditionOnDeployInfo info;
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readonly bool checkTerrainType;
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readonly bool canTurn;
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readonly Lazy<WithSpriteBody> body;
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DeployState deployState;
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ConditionManager conditionManager;
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int deployedToken = ConditionManager.InvalidConditionToken;
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int undeployedToken = ConditionManager.InvalidConditionToken;
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public GrantConditionOnDeploy(ActorInitializer init, GrantConditionOnDeployInfo info)
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{
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self = init.Self;
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this.info = info;
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checkTerrainType = info.AllowedTerrainTypes.Count > 0;
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canTurn = self.Info.HasTraitInfo<IFacingInfo>();
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body = Exts.Lazy(self.TraitOrDefault<WithSpriteBody>);
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if (init.Contains<DeployStateInit>())
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deployState = init.Get<DeployStateInit, DeployState>();
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}
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public void Created(Actor self)
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{
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conditionManager = self.TraitOrDefault<ConditionManager>();
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switch (deployState)
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{
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case DeployState.Undeployed:
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OnUndeployCompleted();
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break;
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case DeployState.Deploying:
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if (canTurn)
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self.Trait<IFacing>().Facing = info.Facing;
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Deploy(true);
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break;
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case DeployState.Deployed:
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if (canTurn)
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self.Trait<IFacing>().Facing = info.Facing;
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OnDeployCompleted();
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break;
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case DeployState.Undeploying:
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if (canTurn)
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self.Trait<IFacing>().Facing = info.Facing;
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Undeploy(true);
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break;
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}
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get { yield return new DeployOrderTargeter("GrantConditionOnDeploy", 5,
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() => IsCursorBlocked() ? info.DeployBlockedCursor : info.DeployCursor); }
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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 == "GrantConditionOnDeploy")
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return new Order(order.OrderID, self, queued);
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return 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 != "GrantConditionOnDeploy" || deployState == DeployState.Deploying || deployState == DeployState.Undeploying)
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return;
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if (!order.Queued)
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self.CancelActivity();
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if (deployState == DeployState.Deployed && info.CanUndeploy)
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{
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self.QueueActivity(new CallFunc(Undeploy));
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}
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else if (deployState == DeployState.Undeployed)
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{
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// Turn to the required facing.
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if (info.Facing != -1 && canTurn)
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self.QueueActivity(new Turn(self, info.Facing));
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self.QueueActivity(new CallFunc(Deploy));
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}
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}
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bool IsCursorBlocked()
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{
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return ((deployState == DeployState.Deployed) && !info.CanUndeploy) || (!IsOnValidTerrain() && (deployState != DeployState.Deployed));
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}
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bool IsOnValidTerrain()
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{
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return IsOnValidTerrainType() && IsOnValidRampType();
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}
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bool IsOnValidTerrainType()
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{
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if (!self.World.Map.Contains(self.Location))
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return false;
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if (!checkTerrainType)
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return true;
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var terrainType = self.World.Map.GetTerrainInfo(self.Location).Type;
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return info.AllowedTerrainTypes.Contains(terrainType);
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}
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bool IsOnValidRampType()
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{
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if (info.CanDeployOnRamps)
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return true;
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var ramp = 0;
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if (self.World.Map.Contains(self.Location))
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{
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var tile = self.World.Map.Tiles[self.Location];
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var ti = self.World.Map.Rules.TileSet.GetTileInfo(tile);
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if (ti != null)
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ramp = ti.RampType;
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}
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return ramp == 0;
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}
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/// <summary>Play deploy sound and animation.</summary>
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void Deploy() { Deploy(false); }
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void Deploy(bool init)
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{
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// Something went wrong, most likely due to deploy order spam and the fact that this is a delayed action.
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if (!init && deployState != DeployState.Undeployed)
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return;
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if (!IsOnValidTerrain())
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return;
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if (!string.IsNullOrEmpty(info.DeploySound))
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Game.Sound.Play(SoundType.World, info.DeploySound, self.CenterPosition);
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// Revoke condition that is applied while undeployed.
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if (!init)
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OnDeployStarted();
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// If there is no animation to play just grant the condition that is used while deployed.
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// Alternatively, play the deploy animation and then grant the condition.
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if (string.IsNullOrEmpty(info.DeployAnimation) || body.Value == null)
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OnDeployCompleted();
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else
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body.Value.PlayCustomAnimation(self, info.DeployAnimation, OnDeployCompleted);
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}
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/// <summary>Play undeploy sound and animation and after that revoke the condition.</summary>
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void Undeploy() { Undeploy(false); }
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void Undeploy(bool init)
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{
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// Something went wrong, most likely due to deploy order spam and the fact that this is a delayed action.
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if (!init && deployState != DeployState.Deployed)
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return;
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if (!string.IsNullOrEmpty(info.UndeploySound))
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Game.Sound.Play(SoundType.World, info.UndeploySound, self.CenterPosition);
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if (!init)
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OnUndeployStarted();
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// If there is no animation to play just grant the condition that is used while undeployed.
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// Alternatively, play the undeploy animation and then grant the condition.
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if (string.IsNullOrEmpty(info.DeployAnimation) || body.Value == null)
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OnUndeployCompleted();
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else
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body.Value.PlayCustomAnimationBackwards(self, info.DeployAnimation, OnUndeployCompleted);
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}
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void OnDeployStarted()
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{
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if (undeployedToken != ConditionManager.InvalidConditionToken)
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undeployedToken = conditionManager.RevokeCondition(self, undeployedToken);
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deployState = DeployState.Deploying;
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}
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void OnDeployCompleted()
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{
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if (conditionManager != null && !string.IsNullOrEmpty(info.DeployedCondition) && deployedToken == ConditionManager.InvalidConditionToken)
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deployedToken = conditionManager.GrantCondition(self, info.DeployedCondition);
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deployState = DeployState.Deployed;
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}
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void OnUndeployStarted()
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{
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if (deployedToken != ConditionManager.InvalidConditionToken)
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deployedToken = conditionManager.RevokeCondition(self, deployedToken);
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deployState = DeployState.Deploying;
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}
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void OnUndeployCompleted()
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{
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if (conditionManager != null && !string.IsNullOrEmpty(info.UndeployedCondition) && undeployedToken == ConditionManager.InvalidConditionToken)
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undeployedToken = conditionManager.GrantCondition(self, info.UndeployedCondition);
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deployState = DeployState.Undeployed;
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}
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}
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public class DeployStateInit : IActorInit<DeployState>
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{
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[FieldFromYamlKey]
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readonly DeployState value = DeployState.Deployed;
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public DeployStateInit() { }
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public DeployStateInit(DeployState init) { value = init; }
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public DeployState Value(World world) { return value; }
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}
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}
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