Implement ground-level bridge destruction and repair.

This commit is contained in:
Paul Chote
2016-11-11 19:07:12 +00:00
parent 1101218962
commit 69e3c538d9
15 changed files with 648 additions and 156 deletions

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#region Copyright & License Information
/*
* Copyright 2007-2016 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Allows bridges to be targeted for demolition and repair.")]
class BridgeHutInfo : IDemolishableInfo, ITraitInfo
{
[Desc("Bridge types to act on")]
public readonly string[] Types = { "GroundLevelBridge" };
[Desc("Offsets to look for adjacent bridges to act on")]
public readonly CVec[] NeighbourOffsets = { };
[Desc("Delay between each segment repair step")]
public readonly int RepairPropagationDelay = 20;
[Desc("Delay between each segment demolish step")]
public readonly int DemolishPropagationDelay = 5;
[Desc("Hide the repair cursor if the bridge is only damaged (not destroyed)")]
public readonly bool RequireForceAttackForHeal = false;
public bool IsValidTarget(ActorInfo actorInfo, Actor saboteur) { return false; } // TODO: bridges don't support frozen under fog
public object Create(ActorInitializer init) { return new BridgeHut(init.World, this); }
}
class BridgeHut : INotifyCreated, IDemolishable, ITick
{
public readonly BridgeHutInfo Info;
readonly BridgeLayer bridgeLayer;
// Fixed at map load
readonly List<CPos[]> segmentLocations = new List<CPos[]>();
// Changes as segments are killed and repaired
readonly Dictionary<CPos, IBridgeSegment> segments = new Dictionary<CPos, IBridgeSegment>();
readonly HashSet<CPos> dirtyLocations = new HashSet<CPos>();
// Enabled during a repair action
int repairStep;
int repairDelay;
Actor repairRepairer;
// Enabled during a demolish action
int demolishStep;
int demolishDelay;
Actor demolishSaboteur;
public BridgeHut(World world, BridgeHutInfo info)
{
Info = info;
bridgeLayer = world.WorldActor.Trait<BridgeLayer>();
}
void INotifyCreated.Created(Actor self)
{
self.World.AddFrameEndTask(w =>
{
// Bridge segments and huts are expected to be placed in the map
// editor or spawned during the normal actor loading
//
// The number and location of bridge segments are calculated here,
// and assumed to not change for the remaining lifetime of the world
//
// Bridge segment footprints and neighbour offsets are assumed to remain
// the same when a segment is destroyed or repaired.
var seed = Info.NeighbourOffsets.Select(v => self.Location + v);
var processed = new HashSet<CPos>();
while (true)
{
var step = NextNeighbourStep(seed, processed).ToList();
if (!step.Any())
break;
foreach (var s in step)
segments[s.Location] = s;
segmentLocations.Add(step.Select(s => s.Location).ToArray());
seed = step.SelectMany(s => s.NeighbourOffsets.Select(n => s.Location + n)).ToList();
}
repairStep = demolishStep = segmentLocations.Count;
});
}
void ITick.Tick(Actor self)
{
// Update any dead segments
dirtyLocations.Clear();
foreach (var kv in segments)
if (!kv.Value.Valid)
dirtyLocations.Add(kv.Key);
foreach (var c in dirtyLocations)
segments[c] = bridgeLayer[c].TraitOrDefault<IBridgeSegment>();
if (repairStep < segmentLocations.Count && --repairDelay <= 0)
RepairStep();
if (demolishStep < segmentLocations.Count && --demolishDelay <= 0)
DemolishStep();
}
IEnumerable<IBridgeSegment> NextNeighbourStep(IEnumerable<CPos> seed, HashSet<CPos> processed)
{
foreach (var c in seed)
{
var bridge = bridgeLayer[c];
if (bridge == null)
continue;
var segment = bridge.TraitOrDefault<IBridgeSegment>();
if (segment != null && Info.Types.Contains(segment.Type) && processed.Add(segment.Location))
yield return segment;
}
}
public void Repair(Actor self, Actor repairer)
{
if (Info.RepairPropagationDelay > 0)
{
repairStep = 0;
repairRepairer = repairer;
RepairStep();
}
else
foreach (var s in segments.Values)
s.Repair(repairer);
}
public void RepairStep()
{
// Find the next segment that needs to be repaired
while (repairStep < segmentLocations.Count)
{
var stepDamage = segmentLocations[repairStep]
.Select(c => segments[c])
.Max(s => s.DamageState);
if (stepDamage > DamageState.Undamaged)
break;
repairStep++;
}
if (repairStep < segmentLocations.Count)
foreach (var c in segmentLocations[repairStep])
segments[c].Repair(repairRepairer);
repairDelay = Info.RepairPropagationDelay;
}
public void Demolish(Actor self, Actor saboteur)
{
if (Info.DemolishPropagationDelay > 0)
{
demolishStep = 0;
demolishSaboteur = saboteur;
DemolishStep();
}
else
foreach (var s in segments.Values)
s.Demolish(saboteur);
}
public void DemolishStep()
{
// Find the next segment to demolish
while (demolishStep < segmentLocations.Count)
{
var stepDamage = segmentLocations[demolishStep]
.Select(c => segments[c])
.Max(s => s.DamageState);
if (stepDamage < DamageState.Dead)
break;
demolishStep++;
}
if (demolishStep < segmentLocations.Count)
foreach (var c in segmentLocations[demolishStep])
segments[c].Demolish(demolishSaboteur);
demolishDelay = Info.DemolishPropagationDelay;
// Always advance at least one step (prevents sticking on placeholders)
demolishStep++;
}
public bool IsValidTarget(Actor self, Actor saboteur)
{
return true;
}
public DamageState BridgeDamageState
{
get
{
if (!segments.Any())
return DamageState.Undamaged;
return segments.Values.Max(s => s.DamageState);
}
}
public bool Repairing { get { return repairStep < segmentLocations.Count; } }
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2016 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Placeholder actor that transforms into another actor type when repaired.")]
class BridgePlaceholderInfo : ITraitInfo
{
public readonly string Type = "GroundLevelBridge";
[FieldLoader.Require]
[Desc("Actor type to replace with on repair.")]
[ActorReference] public readonly string ReplaceWithActor = null;
public readonly CVec[] NeighbourOffsets = { };
public object Create(ActorInitializer init) { return new BridgePlaceholder(init.Self, this); }
}
class BridgePlaceholder : IBridgeSegment, INotifyAddedToWorld, INotifyRemovedFromWorld
{
public readonly BridgePlaceholderInfo Info;
readonly Actor self;
readonly BridgeLayer bridgeLayer;
public BridgePlaceholder(Actor self, BridgePlaceholderInfo info)
{
Info = info;
this.self = self;
bridgeLayer = self.World.WorldActor.Trait<BridgeLayer>();
}
void INotifyAddedToWorld.AddedToWorld(Actor self)
{
bridgeLayer.Add(self);
}
void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
{
bridgeLayer.Remove(self);
}
void IBridgeSegment.Repair(Actor repairer)
{
self.World.AddFrameEndTask(w =>
{
self.Dispose();
w.CreateActor(Info.ReplaceWithActor, new TypeDictionary
{
new LocationInit(self.Location),
new OwnerInit(self.Owner),
});
});
}
void IBridgeSegment.Demolish(Actor saboteur)
{
// Do nothing, we're already dead
}
string IBridgeSegment.Type { get { return Info.Type; } }
DamageState IBridgeSegment.DamageState { get { return DamageState.Dead; } }
bool IBridgeSegment.Valid { get { return self.IsInWorld; } }
CVec[] IBridgeSegment.NeighbourOffsets { get { return Info.NeighbourOffsets; } }
CPos IBridgeSegment.Location { get { return self.Location; } }
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2016 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Bridge actor that can't be passed underneath.")]
class GroundLevelBridgeInfo : ITraitInfo, IRulesetLoaded, Requires<BuildingInfo>, Requires<HealthInfo>
{
public readonly string TerrainType = "Bridge";
public readonly string Type = "GroundLevelBridge";
public readonly CVec[] NeighbourOffsets = { };
[Desc("The name of the weapon to use when demolishing the bridge")]
[WeaponReference] public readonly string DemolishWeapon = "Demolish";
public WeaponInfo DemolishWeaponInfo { get; private set; }
public void RulesetLoaded(Ruleset rules, ActorInfo ai) { DemolishWeaponInfo = rules.Weapons[DemolishWeapon.ToLowerInvariant()]; }
public object Create(ActorInitializer init) { return new GroundLevelBridge(init.Self, this); }
}
class GroundLevelBridge : IBridgeSegment, INotifyAddedToWorld, INotifyRemovedFromWorld
{
public readonly GroundLevelBridgeInfo Info;
readonly Actor self;
readonly BridgeLayer bridgeLayer;
readonly IEnumerable<CPos> cells;
readonly Health health;
public GroundLevelBridge(Actor self, GroundLevelBridgeInfo info)
{
Info = info;
this.self = self;
health = self.Trait<Health>();
bridgeLayer = self.World.WorldActor.Trait<BridgeLayer>();
var buildingInfo = self.Info.TraitInfo<BuildingInfo>();
cells = FootprintUtils.PathableTiles(self.Info.Name, buildingInfo, self.Location);
}
void UpdateTerrain(Actor self, byte terrainIndex)
{
foreach (var cell in cells)
self.World.Map.CustomTerrain[cell] = terrainIndex;
var domainIndex = self.World.WorldActor.TraitOrDefault<DomainIndex>();
if (domainIndex != null)
domainIndex.UpdateCells(self.World, cells);
}
void INotifyAddedToWorld.AddedToWorld(Actor self)
{
bridgeLayer.Add(self);
var tileSet = self.World.Map.Rules.TileSet;
var terrainIndex = tileSet.GetTerrainIndex(Info.TerrainType);
UpdateTerrain(self, terrainIndex);
KillInvalidActorsInFootprint(self);
}
void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
{
bridgeLayer.Remove(self);
UpdateTerrain(self, byte.MaxValue);
KillInvalidActorsInFootprint(self);
}
void KillInvalidActorsInFootprint(Actor self)
{
foreach (var c in cells)
foreach (var a in self.World.ActorMap.GetActorsAt(c))
if (a.Info.HasTraitInfo<IPositionableInfo>() && !a.Trait<IPositionable>().CanEnterCell(c))
a.Kill(self);
}
void IBridgeSegment.Repair(Actor repairer)
{
health.InflictDamage(self, repairer, new Damage(-health.MaxHP), true);
}
void IBridgeSegment.Demolish(Actor saboteur)
{
self.World.AddFrameEndTask(w =>
{
if (self.IsDead)
return;
// Use .FromPos since this actor is dead. Cannot use Target.FromActor
Info.DemolishWeaponInfo.Impact(Target.FromPos(self.CenterPosition), saboteur, Enumerable.Empty<int>());
self.World.WorldActor.Trait<ScreenShaker>().AddEffect(15, self.CenterPosition, 6);
self.Kill(saboteur);
});
}
string IBridgeSegment.Type { get { return Info.Type; } }
DamageState IBridgeSegment.DamageState { get { return self.GetDamageState(); } }
bool IBridgeSegment.Valid { get { return self.IsInWorld; } }
CVec[] IBridgeSegment.NeighbourOffsets { get { return Info.NeighbourOffsets; } }
CPos IBridgeSegment.Location { get { return self.Location; } }
}
}