Move various RA-specific traits to the new folder/namespace structure
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280
OpenRA.Mods.RA/Traits/SupportPowers/ChronoshiftPower.cs
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280
OpenRA.Mods.RA/Traits/SupportPowers/ChronoshiftPower.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.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Activities;
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namespace OpenRA.Mods.RA.Traits
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{
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class ChronoshiftPowerInfo : SupportPowerInfo
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{
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[Desc("Cells")]
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public readonly int Range = 1;
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[Desc("Seconds")]
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public readonly int Duration = 30;
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public readonly bool KillCargo = true;
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public override object Create(ActorInitializer init) { return new ChronoshiftPower(init.self,this); }
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}
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class ChronoshiftPower : SupportPower
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{
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public ChronoshiftPower(Actor self, ChronoshiftPowerInfo info) : base(self, info) { }
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public override IOrderGenerator OrderGenerator(string order, SupportPowerManager manager)
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{
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Sound.PlayToPlayer(manager.self.Owner, Info.SelectTargetSound);
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return new SelectTarget(self.World, order, manager, this);
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}
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public override void Activate(Actor self, Order order, SupportPowerManager manager)
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{
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base.Activate(self, order, manager);
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foreach (var target in UnitsInRange(order.ExtraLocation))
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{
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var cs = target.Trait<Chronoshiftable>();
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var targetCell = target.Location + (order.TargetLocation - order.ExtraLocation);
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var cpi = Info as ChronoshiftPowerInfo;
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if (self.Owner.Shroud.IsExplored(targetCell) && cs.CanChronoshiftTo(target, targetCell))
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cs.Teleport(target, targetCell, cpi.Duration * 25, cpi.KillCargo, self);
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}
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}
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public IEnumerable<Actor> UnitsInRange(CPos xy)
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{
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var range = ((ChronoshiftPowerInfo)Info).Range;
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var tiles = self.World.Map.FindTilesInCircle(xy, range);
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var units = new List<Actor>();
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foreach (var t in tiles)
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units.AddRange(self.World.ActorMap.GetUnitsAt(t));
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return units.Distinct().Where(a => a.HasTrait<Chronoshiftable>() &&
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!a.TraitsImplementing<IPreventsTeleport>().Any(condition => condition.PreventsTeleport(a)));
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}
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public bool SimilarTerrain(CPos xy, CPos sourceLocation)
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{
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if (!self.Owner.Shroud.IsExplored(xy))
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return false;
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var range = ((ChronoshiftPowerInfo)Info).Range;
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var sourceTiles = self.World.Map.FindTilesInCircle(xy, range);
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var destTiles = self.World.Map.FindTilesInCircle(sourceLocation, range);
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using (var se = sourceTiles.GetEnumerator())
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using (var de = destTiles.GetEnumerator())
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while (se.MoveNext() && de.MoveNext())
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{
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var a = se.Current;
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var b = de.Current;
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if (!self.Owner.Shroud.IsExplored(a) || !self.Owner.Shroud.IsExplored(b))
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return false;
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if (self.World.Map.GetTerrainIndex(a) != self.World.Map.GetTerrainIndex(b))
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return false;
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}
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return true;
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}
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class SelectTarget : IOrderGenerator
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{
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readonly ChronoshiftPower power;
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readonly int range;
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readonly Sprite tile;
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readonly SupportPowerManager manager;
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readonly string order;
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public SelectTarget(World world, string order, SupportPowerManager manager, ChronoshiftPower power)
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{
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this.manager = manager;
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this.order = order;
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this.power = power;
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this.range = ((ChronoshiftPowerInfo)power.Info).Range;
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tile = world.Map.SequenceProvider.GetSequence("overlay", "target-select").GetSprite(0);
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}
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public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
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{
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world.CancelInputMode();
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if (mi.Button == MouseButton.Left)
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world.OrderGenerator = new SelectDestination(world, order, manager, power, xy);
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yield break;
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}
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public void Tick(World world)
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{
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// Cancel the OG if we can't use the power
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if (!manager.Powers.ContainsKey(order))
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world.CancelInputMode();
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}
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public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world)
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{
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var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
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var targetUnits = power.UnitsInRange(xy).Where(a => !world.FogObscures(a));
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foreach (var unit in targetUnits)
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if (manager.self.Owner.Shroud.IsTargetable(unit))
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yield return new SelectionBoxRenderable(unit, Color.Red);
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World world)
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{
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var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
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var tiles = world.Map.FindTilesInCircle(xy, range);
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var pal = wr.Palette("terrain");
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foreach (var t in tiles)
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yield return new SpriteRenderable(tile, wr.world.Map.CenterOfCell(t), WVec.Zero, -511, pal, 1f, true);
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}
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public string GetCursor(World world, CPos xy, MouseInput mi)
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{
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return "chrono-select";
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}
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}
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class SelectDestination : IOrderGenerator
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{
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readonly ChronoshiftPower power;
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readonly CPos sourceLocation;
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readonly int range;
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readonly Sprite validTile, invalidTile, sourceTile;
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readonly SupportPowerManager manager;
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readonly string order;
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public SelectDestination(World world, string order, SupportPowerManager manager, ChronoshiftPower power, CPos sourceLocation)
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{
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this.manager = manager;
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this.order = order;
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this.power = power;
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this.sourceLocation = sourceLocation;
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this.range = ((ChronoshiftPowerInfo)power.Info).Range;
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var tileset = manager.self.World.TileSet.Id.ToLowerInvariant();
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validTile = world.Map.SequenceProvider.GetSequence("overlay", "target-valid-{0}".F(tileset)).GetSprite(0);
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invalidTile = world.Map.SequenceProvider.GetSequence("overlay", "target-invalid").GetSprite(0);
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sourceTile = world.Map.SequenceProvider.GetSequence("overlay", "target-select").GetSprite(0);
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}
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public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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{
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world.CancelInputMode();
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yield break;
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}
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var ret = OrderInner(xy).FirstOrDefault();
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if (ret == null)
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yield break;
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world.CancelInputMode();
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yield return ret;
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}
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IEnumerable<Order> OrderInner(CPos xy)
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{
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// Cannot chronoshift into unexplored location
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if (IsValidTarget(xy))
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yield return new Order(order, manager.self, false)
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{
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TargetLocation = xy,
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ExtraLocation = sourceLocation,
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SuppressVisualFeedback = true
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};
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}
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public void Tick(World world)
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{
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// Cancel the OG if we can't use the power
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if (!manager.Powers.ContainsKey(order))
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world.CancelInputMode();
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}
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public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world)
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{
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foreach (var unit in power.UnitsInRange(sourceLocation))
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if (manager.self.Owner.Shroud.IsTargetable(unit))
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yield return new SelectionBoxRenderable(unit, Color.Red);
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World world)
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{
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var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
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var pal = wr.Palette("terrain");
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// Source tiles
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foreach (var t in world.Map.FindTilesInCircle(sourceLocation, range))
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yield return new SpriteRenderable(sourceTile, wr.world.Map.CenterOfCell(t), WVec.Zero, -511, pal, 1f, true);
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// Destination tiles
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foreach (var t in world.Map.FindTilesInCircle(xy, range))
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yield return new SpriteRenderable(sourceTile, wr.world.Map.CenterOfCell(t), WVec.Zero, -511, pal, 1f, true);
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// Unit previews
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foreach (var unit in power.UnitsInRange(sourceLocation))
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{
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var offset = world.Map.CenterOfCell(xy) - world.Map.CenterOfCell(sourceLocation);
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if (manager.self.Owner.Shroud.IsTargetable(unit))
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foreach (var r in unit.Render(wr))
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yield return r.OffsetBy(offset);
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}
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// Unit tiles
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foreach (var unit in power.UnitsInRange(sourceLocation))
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{
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if (manager.self.Owner.Shroud.IsTargetable(unit))
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{
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var targetCell = unit.Location + (xy - sourceLocation);
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var canEnter = manager.self.Owner.Shroud.IsExplored(targetCell) &&
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unit.Trait<Chronoshiftable>().CanChronoshiftTo(unit, targetCell);
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var tile = canEnter ? validTile : invalidTile;
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yield return new SpriteRenderable(tile, wr.world.Map.CenterOfCell(targetCell), WVec.Zero, -511, pal, 1f, true);
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}
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}
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}
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bool IsValidTarget(CPos xy)
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{
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var canTeleport = false;
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foreach (var unit in power.UnitsInRange(sourceLocation))
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{
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var targetCell = unit.Location + (xy - sourceLocation);
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if (manager.self.Owner.Shroud.IsExplored(targetCell) && unit.Trait<Chronoshiftable>().CanChronoshiftTo(unit,targetCell))
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{
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canTeleport = true;
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break;
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}
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}
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if (!canTeleport)
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{
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// Check the terrain types. This will allow chronoshifts to occur on empty terrain to terrain of
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// a similar type. This also keeps the cursor from changing in non-visible property, alerting the
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// chronoshifter of enemy unit presence
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canTeleport = power.SimilarTerrain(sourceLocation,xy);
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}
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return canTeleport;
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}
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public string GetCursor(World world, CPos xy, MouseInput mi)
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{
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return IsValidTarget(xy) ? "chrono-target" : "move-blocked";
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}
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}
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}
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}
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