Added manual Saboteur cloaking

This commit is contained in:
Gustas
2023-04-24 13:32:27 +03:00
committed by Matthias Mailänder
parent 82458b5f7e
commit 60fbecd4a7
3 changed files with 275 additions and 5 deletions

View File

@@ -0,0 +1,263 @@
#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Allow deploying on specified charge to grant a condition for a specified duration.")]
public class GrantConditionOnDeployWithChargeInfo : PausableConditionalTraitInfo, Requires<IMoveInfo>, IRulesetLoaded
{
[FieldLoader.Require]
[GrantedConditionReference]
[Desc("The condition to grant after deploying.")]
public readonly string DeployedCondition = null;
[GrantedConditionReference]
[Desc("The condition to grant when charge is above " + nameof(ChargeThreshhold) + ".")]
public readonly string ChargedCondition = null;
[Desc("Charge to start with. If set to -1 the unit will start with full charge.")]
public readonly int InitialCharge = -1;
[Desc("Cooldown (in ticks) to reach full charge.")]
public readonly int ChargeDuration = 500;
[Desc("The ammount of charge that needs to be present for deploy to be issued. If set to -1, threshold is set to full charge. If activated without full charge " + nameof(ConditionDuration) + " is percentally smaller.")]
public readonly int ChargeThreshhold = -1;
[Desc("How long (in ticks) should the condition stay active?")]
public readonly int ConditionDuration = 1;
[Desc("Can " + nameof(DeployedCondition) + " be canceled by followup deploy order?")]
public readonly bool CanCancelCondition = false;
[CursorReference]
[Desc("Cursor to display when able to (un)deploy the actor.")]
public readonly string DeployCursor = "deploy";
[CursorReference]
[Desc("Cursor to display when unable to (un)deploy the actor.")]
public readonly string DeployBlockedCursor = "deploy-blocked";
[Desc("Play a randomly selected sound from this list when deploying.")]
public readonly string[] DeploySounds = null;
[Desc("Play a randomly selected sound from this list when undeploying.")]
public readonly string[] UndeploySounds = null;
[VoiceReference]
public readonly string Voice = "Action";
public readonly Color ChargingColor = Color.Magenta;
public readonly Color DeployedColor = Color.DarkMagenta;
public override object Create(ActorInitializer init) { return new GrantConditionOnDeployWithCharge(this); }
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
base.RulesetLoaded(rules, ai);
if (ChargeDuration < 1)
throw new YamlException($"{nameof(ChargeDuration)} cannot be lower than 1.");
if (ConditionDuration < 1)
throw new YamlException($"{nameof(ConditionDuration)} cannot be lower than 1.");
}
}
public class GrantConditionOnDeployWithCharge : PausableConditionalTrait<GrantConditionOnDeployWithChargeInfo>, IIssueOrder, IResolveOrder, ITick, ISelectionBar, IOrderVoice, ISync, IIssueDeployOrder
{
[Sync]
int chargeTick = 0;
bool deployed = false;
int deployedToken = Actor.InvalidConditionToken;
int chargedToken = Actor.InvalidConditionToken;
readonly int chargeThreshold;
readonly int deployedChargeThreshold;
public GrantConditionOnDeployWithCharge(GrantConditionOnDeployWithChargeInfo info)
: base(info)
{
chargeTick = info.InitialCharge < 0 || info.InitialCharge >= info.ChargeDuration ? Info.ChargeDuration : info.InitialCharge;
// PERF: Cache the conversions.
chargeThreshold = Info.ChargeThreshhold < 0 || Info.ChargeThreshhold > Info.ChargeDuration ? Info.ChargeDuration : Info.ChargeThreshhold;
deployedChargeThreshold = chargeThreshold * Info.ConditionDuration / Info.ChargeDuration;
}
protected override void TraitDisabled(Actor self)
{
base.TraitDisabled(self);
if (deployed)
Undeploy(self);
// Reset charge.
chargeTick = Info.InitialCharge < 0 || Info.InitialCharge > Info.ChargeDuration ? Info.ChargeDuration : Info.InitialCharge;
if (chargedToken != Actor.InvalidConditionToken)
chargedToken = self.RevokeCondition(chargedToken);
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "DeployWithCharge" ? Info.Voice : null;
}
public IEnumerable<IOrderTargeter> Orders
{
get
{
if (!IsTraitDisabled)
yield return new DeployOrderTargeter("DeployWithCharge", 5,
() => CanDeploy() ? Info.DeployCursor : Info.DeployBlockedCursor);
}
}
public Order IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued)
{
if (order.OrderID == "DeployWithCharge")
return new Order(order.OrderID, self, queued);
return null;
}
Order IIssueDeployOrder.IssueDeployOrder(Actor self, bool queued)
{
return new Order("DeployWithCharge", self, queued);
}
bool IIssueDeployOrder.CanIssueDeployOrder(Actor self, bool queued) { return queued || CanDeploy(); }
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "DeployWithCharge" && CanDeploy())
self.QueueActivity(order.Queued, new DeployForGrantedConditionWithCharge(self, this));
}
public bool CanDeploy() => !IsTraitDisabled && !IsTraitPaused && ((!deployed && chargeTick >= chargeThreshold) || (deployed && Info.CanCancelCondition));
public void TriggerDeploy(Actor self)
{
if (deployed)
{
// Keep the percentage of the unused charge.
chargeTick = chargeTick * Info.ChargeDuration / Info.ConditionDuration;
Undeploy(self);
}
else
{
// If deployed without full charge, reduce the deploy duration.
chargeTick = chargeTick * Info.ConditionDuration / Info.ChargeDuration;
Deploy(self);
}
}
void Deploy(Actor self)
{
if (Info.DeploySounds != null && Info.DeploySounds.Length > 0)
Game.Sound.Play(SoundType.World, Info.DeploySounds, self.World, self.CenterPosition);
if (deployedToken == Actor.InvalidConditionToken)
deployedToken = self.GrantCondition(Info.DeployedCondition);
deployed = true;
}
void Undeploy(Actor self)
{
if (Info.UndeploySounds != null && Info.UndeploySounds.Length > 0)
Game.Sound.Play(SoundType.World, Info.UndeploySounds, self.World, self.CenterPosition);
if (deployedToken != Actor.InvalidConditionToken)
deployedToken = self.RevokeCondition(deployedToken);
deployed = false;
}
void ITick.Tick(Actor self)
{
if (IsTraitDisabled || IsTraitPaused)
return;
if (deployed)
{
if (chargeTick > 0)
chargeTick--;
else
Undeploy(self);
}
else
{
if (chargeTick < Info.ChargeDuration)
chargeTick++;
}
if (Info.ChargedCondition != null)
{
if (chargeTick < (deployed ? deployedChargeThreshold : chargeThreshold))
{
if (chargedToken != Actor.InvalidConditionToken)
chargedToken = self.RevokeCondition(chargedToken);
}
else
if (chargedToken == Actor.InvalidConditionToken)
chargedToken = self.GrantCondition(Info.ChargedCondition);
}
}
float ISelectionBar.GetValue()
{
if (IsTraitDisabled)
return 0f;
return deployed
? (float)chargeTick / Info.ConditionDuration
: (float)chargeTick / Info.ChargeDuration;
}
Color ISelectionBar.GetColor() { return deployed ? Info.DeployedColor : Info.ChargingColor; }
bool ISelectionBar.DisplayWhenEmpty => false;
}
public class DeployForGrantedConditionWithCharge : Activity
{
readonly GrantConditionOnDeployWithCharge deploy;
public DeployForGrantedConditionWithCharge(Actor self, GrantConditionOnDeployWithCharge deploy)
{
this.deploy = deploy;
}
protected override void OnFirstRun(Actor self)
{
if (deploy.CanDeploy())
deploy.TriggerDeploy(self);
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
if (NextActivity != null)
foreach (var n in NextActivity.TargetLineNodes(self))
yield return n;
yield break;
}
}
}

View File

@@ -296,7 +296,7 @@ saboteur:
Queue: Infantry Queue: Infantry
BuildPaletteOrder: 100 BuildPaletteOrder: 100
Prerequisites: ~disabled Prerequisites: ~disabled
Description: Sneaky infantry, armed with explosives\n Strong vs Buildings\n Weak vs Everything\n Special Ability: destroy buildings Description: Sneaky infantry, armed with explosives.\nCan be deployed to become invisible for a limited time.\n Strong vs Buildings\n Weak vs Everything\n Special Ability: destroy buildings
Valued: Valued:
Cost: 300 ## actually 0, but spawns from support power at Palace Cost: 300 ## actually 0, but spawns from support power at Palace
Tooltip: Tooltip:
@@ -316,11 +316,18 @@ saboteur:
Flashes: 0 Flashes: 0
EnterBehaviour: Suicide EnterBehaviour: Suicide
-RevealOnFire: -RevealOnFire:
GrantConditionOnDeployWithCharge:
DeployedCondition: deployed
CanCancelCondition: true
ChargeDuration: 1250
ChargeThreshhold: 100
ConditionDuration: 375
Cloak: Cloak:
InitialDelay: 85 RequiresCondition: deployed
CloakDelay: 85 InitialDelay: 0
CloakDelay: 25
CloakSound: STEALTH1.WAV CloakSound: STEALTH1.WAV
UncloakOn: Attack, Unload, Infiltrate, Demolish, Move, Damage, Heal UncloakOn: Attack, Unload, Infiltrate, Demolish, Damage, Heal
IsPlayerPalette: true IsPlayerPalette: true
PauseOnCondition: cloak-force-disabled PauseOnCondition: cloak-force-disabled
GrantConditionOnDamageState@UNCLOAK: GrantConditionOnDamageState@UNCLOAK:

View File

@@ -1200,7 +1200,7 @@ palace:
SupportPowerPaletteOrder: 20 SupportPowerPaletteOrder: 20
ProduceActorPower@saboteur: ProduceActorPower@saboteur:
Name: Recruit Saboteur Name: Recruit Saboteur
Description: Sneaky infantry, armed with explosives\n Strong vs Buildings\n Weak vs Everything\n Special Ability: destroy buildings Description: Sneaky infantry, armed with explosives.\nCan be deployed to become invisible for a limited time.\n Strong vs Buildings\n Weak vs Everything\n Special Ability: destroy buildings
Icon: saboteur Icon: saboteur
PauseOnCondition: disabled PauseOnCondition: disabled
RequiresCondition: ordos RequiresCondition: ordos