Merge pull request #7170 from penev92/bleed_enemySightedNotification
Implement "Enemy unit sighted" notification
This commit is contained in:
115
OpenRA.Mods.Common/Traits/Player/EnemyWatcher.cs
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115
OpenRA.Mods.Common/Traits/Player/EnemyWatcher.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 System;
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using System.Collections.Generic;
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using System.Drawing;
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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("Tracks neutral and enemy actors' visibility and notifies the player.",
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"Attach this to the player actor.")]
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class EnemyWatcherInfo : ITraitInfo
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{
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[Desc("Interval in ticks between scanning for enemies.")]
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public readonly int ScanInterval = 25;
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[Desc("Minimal interval in ticks between notifications.")]
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public readonly int NotificationInterval = 200;
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public object Create(ActorInitializer init) { return new EnemyWatcher(init.Self, this); }
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}
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class EnemyWatcher : ITick
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{
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readonly EnemyWatcherInfo info;
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readonly Lazy<RadarPings> radarPings;
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bool announcedAny;
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int rescanInterval;
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int ticksBeforeNextNotification;
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HashSet<uint> lastKnownActorIds;
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HashSet<uint> visibleActorIds;
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HashSet<string> playedNotifications;
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public EnemyWatcher(Actor self, EnemyWatcherInfo info)
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{
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lastKnownActorIds = new HashSet<uint>();
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this.info = info;
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rescanInterval = info.ScanInterval;
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ticksBeforeNextNotification = info.NotificationInterval;
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radarPings = Exts.Lazy(() => self.World.WorldActor.Trait<RadarPings>());
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}
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public void Tick(Actor self)
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{
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// TODO: Make the AI handle such notifications and remove Owner.IsBot from this check
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// Disable notifications for AI and neutral players (creeps) and for spectators
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if (self.Owner.Shroud.Disabled || self.Owner.IsBot || !self.Owner.Playable || self.Owner.PlayerReference.Spectating)
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return;
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rescanInterval--;
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ticksBeforeNextNotification--;
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if (rescanInterval > 0 || ticksBeforeNextNotification > 0)
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return;
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rescanInterval = info.ScanInterval;
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announcedAny = false;
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visibleActorIds = new HashSet<uint>();
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playedNotifications = new HashSet<string>();
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foreach (var actor in self.World.ActorsWithTrait<AnnounceOnSeen>())
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{
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// We only care about enemy actors (creeps should be enemies)
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if ((actor.Actor.EffectiveOwner != null && self.Owner.Stances[actor.Actor.EffectiveOwner.Owner] != Stance.Enemy)
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|| self.Owner.Stances[actor.Actor.Owner] != Stance.Enemy)
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continue;
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// The actor is not currently visible
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if (!self.Owner.Shroud.IsVisible(actor.Actor))
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continue;
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visibleActorIds.Add(actor.Actor.ActorID);
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// We already know about this actor
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if (lastKnownActorIds.Contains(actor.Actor.ActorID))
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continue;
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// We have already played this type of notification
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if (playedNotifications.Contains(actor.Trait.Info.Notification))
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continue;
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Announce(self, actor);
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}
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if (announcedAny)
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ticksBeforeNextNotification = info.NotificationInterval;
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lastKnownActorIds = visibleActorIds;
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}
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void Announce(Actor self, TraitPair<AnnounceOnSeen> announce)
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{
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// Audio notification
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if (self.World.LocalPlayer != null)
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Sound.PlayNotification(self.World.Map.Rules, self.World.LocalPlayer, "Speech", announce.Trait.Info.Notification, self.Owner.Country.Race);
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// Radar notificaion
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if (announce.Trait.Info.PingRadar && radarPings.Value != null)
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radarPings.Value.Add(() => true, announce.Actor.CenterPosition, Color.Red, 50);
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playedNotifications.Add(announce.Trait.Info.Notification);
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announcedAny = true;
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}
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}
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}
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