Move Enter and Repair Building activities, EngineerRepair trait and ActorExts to Mods.Common and extract IgnoresDisguise trait to its own file

This commit is contained in:
penev92
2015-01-03 03:44:54 +02:00
parent b1e2e5bea6
commit 62601491ad
31 changed files with 55 additions and 29 deletions

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public abstract class Enter : Activity
{
public enum ReserveStatus { None, TooFar, Pending, Ready }
enum State { ApproachingOrEntering, Inside, Exiting, Done }
readonly IMove move;
readonly int maxTries = 0;
readonly bool targetCenter;
public Target Target { get { return target; } }
Target target;
State nextState = State.ApproachingOrEntering; // Hint/starting point for next state
bool isEnteringOrInside = false; // Used to know if exiting should be used
WPos savedPos; // Position just before entering
Activity inner;
bool firstApproach = true;
protected Enter(Actor self, Actor target, int maxTries = 1, bool targetCenter = false)
{
this.move = self.Trait<IMove>();
this.target = Target.FromActor(target);
this.maxTries = maxTries;
this.targetCenter = targetCenter;
}
// CanEnter(target) should to be true; othwise, Enter may abort.
// Tries counter starts at 1 (reset every tick)
protected virtual bool TryGetAlternateTarget(Actor self, int tries, ref Target target) { return false; }
protected virtual bool CanReserve(Actor self) { return true; }
protected virtual ReserveStatus Reserve(Actor self)
{
return !CanReserve(self) ? ReserveStatus.None : move.CanEnterTargetNow(self, target) ? ReserveStatus.Ready : ReserveStatus.TooFar;
}
protected virtual void Unreserve(Actor self, bool abort) { }
protected virtual void OnInside(Actor self) { }
protected bool TryGetAlternateTargetInCircle(Actor self, WRange radius, Action<Target> update, Func<Actor, bool> primaryFilter, Func<Actor, bool>[] preferenceFilters = null)
{
var radiusSquared = radius.Range * radius.Range;
var diff = new WVec(radius, radius, WRange.Zero);
var candidates = self.World.ActorMap.ActorsInBox(self.CenterPosition - diff, self.CenterPosition + diff)
.Where(primaryFilter).Select(a => new { Actor = a, Ls = (self.CenterPosition - a.CenterPosition).HorizontalLengthSquared })
.Where(p => p.Ls <= radiusSquared).OrderBy(p => p.Ls).Select(p => p.Actor);
if (preferenceFilters != null)
foreach (var filter in preferenceFilters)
{
var preferredCandidate = candidates.FirstOrDefault(filter);
if (preferredCandidate == null)
continue;
target = Target.FromActor(preferredCandidate);
update(target);
return true;
}
var candidate = candidates.FirstOrDefault();
if (candidate == null)
return false;
target = Target.FromActor(candidate);
update(target);
return true;
}
// Called when inner activity is this and returns inner activity for next tick.
protected virtual Activity InsideTick(Actor self) { return null; }
// Abort entering and/or leave if necessary
protected virtual void AbortOrExit(Actor self)
{
if (nextState == State.Done)
return;
nextState = isEnteringOrInside ? State.Exiting : State.Done;
if (inner == this)
inner = null;
else if (inner != null)
inner.Cancel(self);
if (isEnteringOrInside)
Unreserve(self, true);
}
// Cancel inner activity and mark as done unless already leaving or done
protected void Done(Actor self)
{
if (nextState == State.Done)
return;
nextState = State.Done;
if (inner == this)
inner = null;
else if (inner != null)
inner.Cancel(self);
}
public override void Cancel(Actor self)
{
AbortOrExit(self);
if (nextState < State.Exiting)
base.Cancel(self);
else
NextActivity = null;
}
ReserveStatus TryReserveElseTryAlternateReserve(Actor self)
{
for (var tries = 0;;)
switch (Reserve(self))
{
case ReserveStatus.None:
if (++tries > maxTries || !TryGetAlternateTarget(self, tries, ref target))
return ReserveStatus.None;
continue;
case ReserveStatus.TooFar:
// Always goto to transport on first approach
if (firstApproach)
{
firstApproach = false;
return ReserveStatus.TooFar;
}
if (++tries > maxTries)
return ReserveStatus.TooFar;
Target t = target;
if (!TryGetAlternateTarget(self, tries, ref t))
return ReserveStatus.TooFar;
if ((target.CenterPosition - self.CenterPosition).HorizontalLengthSquared <= (t.CenterPosition - self.CenterPosition).HorizontalLengthSquared)
return ReserveStatus.TooFar;
target = t;
continue;
case ReserveStatus.Pending:
return ReserveStatus.Pending;
case ReserveStatus.Ready:
return ReserveStatus.Ready;
}
}
State FindAndTransitionToNextState(Actor self)
{
switch (nextState)
{
case State.ApproachingOrEntering:
// Reserve to enter or approach
isEnteringOrInside = false;
switch (TryReserveElseTryAlternateReserve(self))
{
case ReserveStatus.None:
return State.Done; // No available target -> abort to next activity
case ReserveStatus.TooFar:
inner = move.MoveToTarget(self, targetCenter ? Target.FromPos(target.CenterPosition) : target); // Approach
return State.ApproachingOrEntering;
case ReserveStatus.Pending:
return State.ApproachingOrEntering; // Retry next tick
case ReserveStatus.Ready:
break; // Reserved target -> start entering target
}
// Entering
isEnteringOrInside = true;
savedPos = self.CenterPosition; // Save position of self, before entering, for returning on exit
inner = move.MoveIntoTarget(self, target); // Enter
if (inner != null)
{
nextState = State.Inside; // Should be inside once inner activity is null
return State.ApproachingOrEntering;
}
// Can enter but there is no activity for it, so go inside without one
goto case State.Inside;
case State.Inside:
// Might as well teleport into target if there is no MoveIntoTarget activity
if (nextState == State.ApproachingOrEntering)
nextState = State.Inside;
// Otherwise, try to recover from moving target
else if (target.CenterPosition != self.CenterPosition)
{
nextState = State.ApproachingOrEntering;
Unreserve(self, false);
if (Reserve(self) == ReserveStatus.Ready)
{
inner = move.MoveIntoTarget(self, target); // Enter
if (inner != null)
return State.ApproachingOrEntering;
nextState = State.ApproachingOrEntering;
goto case State.ApproachingOrEntering;
}
nextState = State.ApproachingOrEntering;
isEnteringOrInside = false;
inner = move.MoveIntoWorld(self, self.World.Map.CellContaining(savedPos));
return State.ApproachingOrEntering;
}
OnInside(self);
// Return if Abort(Actor) or Done(self) was called from OnInside.
if (nextState >= State.Exiting)
return State.Inside;
inner = this; // Start inside activity
nextState = State.Exiting; // Exit once inner activity is null (unless Done(self) is called)
return State.Inside;
// TODO: Handle target moved while inside or always call done for movable targets and use a separate exit activity
case State.Exiting:
inner = move.MoveIntoWorld(self, self.World.Map.CellContaining(savedPos));
// If not successfully exiting, retry on next tick
if (inner == null)
return State.Exiting;
isEnteringOrInside = false;
nextState = State.Done;
return State.Exiting;
case State.Done:
return State.Done;
}
return State.Done; // dummy to quiet dumb compiler
}
Activity CanceledTick(Actor self)
{
if (inner == null)
return Util.RunActivity(self, NextActivity);
inner.Cancel(self);
inner.Queue(NextActivity);
return Util.RunActivity(self, inner);
}
public override Activity Tick(Actor self)
{
if (IsCanceled)
return CanceledTick(self);
// Check target validity if not exiting or done
if (nextState != State.Done && (target.Type != TargetType.Actor || !target.IsValidFor(self)))
AbortOrExit(self);
// If no current activity, tick next activity
if (inner == null && FindAndTransitionToNextState(self) == State.Done)
return CanceledTick(self);
// Run inner activity/InsideTick
inner = inner == this ? InsideTick(self) : Util.RunActivity(self, inner);
return this;
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* 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. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
class RepairBuilding : Enter
{
readonly Actor target;
readonly Health health;
public RepairBuilding(Actor self, Actor target)
: base(self, target)
{
this.target = target;
health = target.Trait<Health>();
}
protected override bool CanReserve(Actor self)
{
return health.DamageState != DamageState.Undamaged;
}
protected override void OnInside(Actor self)
{
if (health.DamageState == DamageState.Undamaged)
return;
target.InflictDamage(self, -health.MaxHP, null);
self.Destroy();
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* 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. For more information,
* see COPYING.
*/
#endregion
using System.Drawing;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common
{
public static class ActorExts
{
public static bool AppearsFriendlyTo(this Actor self, Actor toActor)
{
var stance = toActor.Owner.Stances[self.Owner];
if (stance == Stance.Ally)
return true;
if (self.EffectiveOwner != null && self.EffectiveOwner.Disguised && !toActor.HasTrait<IgnoresDisguise>())
return toActor.Owner.Stances[self.EffectiveOwner.Owner] == Stance.Ally;
return stance == Stance.Ally;
}
public static bool AppearsHostileTo(this Actor self, Actor toActor)
{
var stance = toActor.Owner.Stances[self.Owner];
if (stance == Stance.Ally)
return false; /* otherwise, we'll hate friendly disguised spies */
if (self.EffectiveOwner != null && self.EffectiveOwner.Disguised && !toActor.HasTrait<IgnoresDisguise>())
return toActor.Owner.Stances[self.EffectiveOwner.Owner] == Stance.Enemy;
return stance == Stance.Enemy;
}
public static Target ResolveFrozenActorOrder(this Actor self, Order order, Color targetLine)
{
// Not targeting a frozen actor
if (order.ExtraData == 0)
return Target.FromOrder(self.World, order);
// Targeted an actor under the fog
var frozenLayer = self.Owner.PlayerActor.TraitOrDefault<FrozenActorLayer>();
if (frozenLayer == null)
return Target.Invalid;
var frozen = frozenLayer.FromID(order.ExtraData);
if (frozen == null)
return Target.Invalid;
// Flashes the frozen proxy
self.SetTargetLine(frozen, targetLine, true);
// Target is still alive - resolve the real order
if (frozen.Actor != null && frozen.Actor.IsInWorld)
return Target.FromActor(frozen.Actor);
if (!order.Queued)
self.CancelActivity();
var move = self.TraitOrDefault<IMove>();
if (move != null)
{
// Move within sight range of the frozen actor
var sight = self.TraitOrDefault<RevealsShroud>();
var range = sight != null ? sight.Range : WRange.FromCells(2);
self.QueueActivity(move.MoveWithinRange(Target.FromPos(frozen.CenterPosition), range));
}
return Target.Invalid;
}
}
}

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@@ -56,11 +56,14 @@
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Compile Include="Activities\Enter.cs" />
<Compile Include="Activities\Move\Drag.cs" />
<Compile Include="Activities\RemoveSelf.cs" />
<Compile Include="Activities\RepairBuilding.cs" />
<Compile Include="Activities\SimpleTeleport.cs" />
<Compile Include="Activities\Turn.cs" />
<Compile Include="Activities\Wait.cs" />
<Compile Include="ActorExts.cs" />
<Compile Include="Effects\Beacon.cs" />
<Compile Include="Effects\Bullet.cs" />
<Compile Include="Effects\Contrail.cs" />
@@ -135,7 +138,9 @@
<Compile Include="Traits\Buildings\RepairsUnits.cs" />
<Compile Include="Traits\Buildings\FootprintUtils.cs" />
<Compile Include="Traits\Burns.cs" />
<Compile Include="Traits\IgnoresDisguise.cs" />
<Compile Include="Traits\DetectCloaked.cs" />
<Compile Include="Traits\EngineerRepair.cs" />
<Compile Include="Traits\GainsExperience.cs" />
<Compile Include="Traits\GivesBounty.cs" />
<Compile Include="Traits\GivesExperience.cs" />

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Can instantly repair other actors, but gets consumed afterwards.")]
class EngineerRepairInfo : TraitInfo<EngineerRepair> { }
class EngineerRepair : IIssueOrder, IResolveOrder, IOrderVoice
{
public IEnumerable<IOrderTargeter> Orders
{
get { yield return new EngineerRepairOrderTargeter(); }
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID != "EngineerRepair")
return null;
if (target.Type == TargetType.FrozenActor)
return new Order(order.OrderID, self, queued) { ExtraData = target.FrozenActor.ID };
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
}
static bool IsValidOrder(Actor self, Order order)
{
// Not targeting a frozen actor
if (order.ExtraData == 0 && order.TargetActor == null)
return false;
if (order.ExtraData != 0)
{
// Targeted an actor under the fog
var frozenLayer = self.Owner.PlayerActor.TraitOrDefault<FrozenActorLayer>();
if (frozenLayer == null)
return false;
var frozen = frozenLayer.FromID(order.ExtraData);
if (frozen == null)
return false;
return frozen.DamageState > DamageState.Undamaged;
}
return order.TargetActor.GetDamageState() > DamageState.Undamaged;
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "EngineerRepair" && IsValidOrder(self, order)
? "Attack" : null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString != "EngineerRepair" || !IsValidOrder(self, order))
return;
var target = self.ResolveFrozenActorOrder(order, Color.Yellow);
if (target.Type != TargetType.Actor)
return;
if (!order.Queued)
self.CancelActivity();
self.SetTargetLine(target, Color.Yellow);
self.QueueActivity(new RepairBuilding(self, target.Actor));
}
class EngineerRepairOrderTargeter : UnitOrderTargeter
{
public EngineerRepairOrderTargeter()
: base("EngineerRepair", 6, "goldwrench", false, true) { }
public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
{
if (!target.HasTrait<EngineerRepairable>())
return false;
if (self.Owner.Stances[target.Owner] != Stance.Ally)
return false;
if (target.GetDamageState() == DamageState.Undamaged)
cursor = "goldwrench-blocked";
return true;
}
public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
{
if (!target.Info.Traits.Contains<EngineerRepairable>())
return false;
if (self.Owner.Stances[target.Owner] != Stance.Ally)
return false;
if (target.DamageState == DamageState.Undamaged)
cursor = "goldwrench-blocked";
return true;
}
}
}
[Desc("Eligible for instant repair.")]
class EngineerRepairableInfo : TraitInfo<EngineerRepairable> { }
class EngineerRepairable { }
}

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* 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. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Allows automatic targeting of disguised actors.")]
class IgnoresDisguiseInfo : TraitInfo<IgnoresDisguise> { }
class IgnoresDisguise { }
}