Add CellTrigger support to ProximityCapturable
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Paul Chote
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196
OpenRA.Mods.Common/Traits/ProximityCapturableBase.cs
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196
OpenRA.Mods.Common/Traits/ProximityCapturableBase.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Primitives;
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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("Actor can be captured by units in a specified proximity.")]
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public abstract class ProximityCapturableBaseInfo : TraitInfo, IRulesetLoaded
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{
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[Desc("Allowed " + nameof(ProximityCaptor) + " actors to capture this actor.")]
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public readonly BitSet<CaptureType> CaptorTypes = new("Player", "Vehicle", "Tank", "Infantry");
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[Desc("If set, the capturing process stops immediately after another player comes into range.")]
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public readonly bool MustBeClear = false;
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[Desc("If set, the ownership will not revert back when the captor leaves the area.")]
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public readonly bool Sticky = false;
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[Desc("If set, the actor can only be captured via this logic once.",
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"This option implies the `" + nameof(Sticky) + "` behaviour as well.")]
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public readonly bool Permanent = false;
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public void RulesetLoaded(Ruleset rules, ActorInfo info)
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{
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var pci = rules.Actors[SystemActors.Player].TraitInfoOrDefault<ProximityCaptorInfo>();
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if (pci == null)
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throw new YamlException(nameof(ProximityCapturableBase) + " requires the `" + nameof(Player) + "` actor to have the " + nameof(ProximityCaptor) + " trait.");
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}
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public abstract override object Create(ActorInitializer init);
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}
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public abstract class ProximityCapturableBase : ITick, INotifyAddedToWorld, INotifyRemovedFromWorld, INotifyOwnerChanged
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{
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public readonly Player OriginalOwner;
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public bool Captured => Self.Owner != OriginalOwner;
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public ProximityCapturableBaseInfo Info;
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public Actor Self;
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readonly List<Actor> actorsInRange = new();
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protected int trigger;
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WPos prevPosition;
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bool skipTriggerUpdate;
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protected ProximityCapturableBase(ActorInitializer init, ProximityCapturableBaseInfo info)
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{
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Info = info;
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Self = init.Self;
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OriginalOwner = Self.Owner;
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}
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protected abstract int CreateTrigger(Actor self);
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protected abstract void RemoveTrigger(Actor self, int trigger);
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protected abstract void TickInner(Actor self);
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void INotifyAddedToWorld.AddedToWorld(Actor self)
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{
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if (skipTriggerUpdate)
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return;
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trigger = CreateTrigger(self);
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}
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void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
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{
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if (skipTriggerUpdate)
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return;
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RemoveTrigger(self, trigger);
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actorsInRange.Clear();
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}
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void ITick.Tick(Actor self)
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{
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if (!self.IsInWorld || self.CenterPosition == prevPosition)
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return;
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TickInner(self);
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prevPosition = self.CenterPosition;
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}
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protected void ActorEntered(Actor other)
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{
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if (skipTriggerUpdate || !CanBeCapturedBy(other))
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return;
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actorsInRange.Add(other);
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UpdateOwnership();
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}
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protected void ActorLeft(Actor other)
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{
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if (skipTriggerUpdate || !CanBeCapturedBy(other))
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return;
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actorsInRange.Remove(other);
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UpdateOwnership();
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}
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bool CanBeCapturedBy(Actor a)
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{
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if (a == Self)
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return false;
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var pc = a.Info.TraitInfoOrDefault<ProximityCaptorInfo>();
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return pc != null && pc.Types.Overlaps(Info.CaptorTypes);
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}
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void UpdateOwnership()
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{
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if (Captured && Info.Permanent)
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{
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// This area has been captured and cannot ever be re-captured, so we get rid of the
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// trigger and ensure that it won't be recreated in AddedToWorld.
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skipTriggerUpdate = true;
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RemoveTrigger(Self, trigger);
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return;
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}
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// The actor that has been in the area the longest will be the captor.
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// The previous implementation used the closest one, but that doesn't work with
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// ProximityTriggers since they only generate events when actors enter or leave.
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var captor = actorsInRange.FirstOrDefault();
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// The last unit left the area
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if (captor == null)
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{
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// Unless the Sticky option is set, we revert to the original owner.
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if (Captured && !Info.Sticky)
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ChangeOwnership(Self, OriginalOwner.PlayerActor);
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}
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else
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{
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if (Info.MustBeClear)
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{
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var isClear = actorsInRange.All(a => captor.Owner.RelationshipWith(a.Owner) == PlayerRelationship.Ally);
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// An enemy unit has wandered into the area, so we've lost control of it.
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if (Captured && !isClear)
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ChangeOwnership(Self, OriginalOwner.PlayerActor);
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// We don't own the area yet, but it is clear from enemy units, so we take possession of it.
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else if (Self.Owner != captor.Owner && isClear)
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ChangeOwnership(Self, captor);
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}
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else
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{
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// In all other cases, we just take over.
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if (Self.Owner != captor.Owner)
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ChangeOwnership(Self, captor);
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}
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}
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}
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void ChangeOwnership(Actor self, Actor captor)
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{
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self.World.AddFrameEndTask(w =>
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{
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if (self.Disposed || captor.Disposed)
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return;
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// prevent (Added|Removed)FromWorld from firing during Actor.ChangeOwner
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skipTriggerUpdate = true;
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var previousOwner = self.Owner;
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self.ChangeOwner(captor.Owner);
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if (self.Owner == self.World.LocalPlayer)
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w.Add(new FlashTarget(self, Color.White));
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var pc = captor.Info.TraitInfoOrDefault<ProximityCaptorInfo>();
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foreach (var t in self.TraitsImplementing<INotifyCapture>())
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t.OnCapture(self, captor, previousOwner, captor.Owner, pc.Types);
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});
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}
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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Game.RunAfterTick(() => skipTriggerUpdate = false);
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}
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}
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}
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