|
|
|
|
@@ -52,13 +52,13 @@ namespace OpenRA.Mods.Common.Traits
|
|
|
|
|
[Desc("Sound to play when undeploying.")]
|
|
|
|
|
public readonly string UndeploySound = null;
|
|
|
|
|
|
|
|
|
|
public object Create(ActorInitializer init) { return new DeployToUpgrade(init.Self, this); }
|
|
|
|
|
public object Create(ActorInitializer init) { return new DeployToUpgrade(init, this); }
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public enum DeployState { Undeployed, Deploying, Deployed, Undeploying }
|
|
|
|
|
|
|
|
|
|
public class DeployToUpgrade : IResolveOrder, IIssueOrder, INotifyCreated
|
|
|
|
|
{
|
|
|
|
|
enum DeployState { Undeployed, Deploying, Deployed }
|
|
|
|
|
|
|
|
|
|
readonly Actor self;
|
|
|
|
|
readonly DeployToUpgradeInfo info;
|
|
|
|
|
readonly UpgradeManager manager;
|
|
|
|
|
@@ -68,19 +68,44 @@ namespace OpenRA.Mods.Common.Traits
|
|
|
|
|
|
|
|
|
|
DeployState deployState;
|
|
|
|
|
|
|
|
|
|
public DeployToUpgrade(Actor self, DeployToUpgradeInfo info)
|
|
|
|
|
public DeployToUpgrade(ActorInitializer init, DeployToUpgradeInfo info)
|
|
|
|
|
{
|
|
|
|
|
this.self = self;
|
|
|
|
|
this.self = init.Self;
|
|
|
|
|
this.info = info;
|
|
|
|
|
manager = self.Trait<UpgradeManager>();
|
|
|
|
|
checkTerrainType = info.AllowedTerrainTypes.Count > 0;
|
|
|
|
|
canTurn = self.Info.HasTraitInfo<IFacingInfo>();
|
|
|
|
|
body = Exts.Lazy(self.TraitOrDefault<ISpriteBody>);
|
|
|
|
|
if (init.Contains<DeployStateInit>())
|
|
|
|
|
deployState = init.Get<DeployStateInit, DeployState>();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void Created(Actor self)
|
|
|
|
|
{
|
|
|
|
|
OnUndeployCompleted();
|
|
|
|
|
switch (deployState)
|
|
|
|
|
{
|
|
|
|
|
case DeployState.Undeployed:
|
|
|
|
|
OnUndeployCompleted();
|
|
|
|
|
break;
|
|
|
|
|
case DeployState.Deploying:
|
|
|
|
|
if (canTurn)
|
|
|
|
|
self.Trait<IFacing>().Facing = info.Facing;
|
|
|
|
|
|
|
|
|
|
Deploy(true);
|
|
|
|
|
break;
|
|
|
|
|
case DeployState.Deployed:
|
|
|
|
|
if (canTurn)
|
|
|
|
|
self.Trait<IFacing>().Facing = info.Facing;
|
|
|
|
|
|
|
|
|
|
OnDeployCompleted();
|
|
|
|
|
break;
|
|
|
|
|
case DeployState.Undeploying:
|
|
|
|
|
if (canTurn)
|
|
|
|
|
self.Trait<IFacing>().Facing = info.Facing;
|
|
|
|
|
|
|
|
|
|
Undeploy(true);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public IEnumerable<IOrderTargeter> Orders
|
|
|
|
|
@@ -99,7 +124,7 @@ namespace OpenRA.Mods.Common.Traits
|
|
|
|
|
|
|
|
|
|
public void ResolveOrder(Actor self, Order order)
|
|
|
|
|
{
|
|
|
|
|
if (order.OrderString != "DeployToUpgrade" || deployState == DeployState.Deploying)
|
|
|
|
|
if (order.OrderString != "DeployToUpgrade" || deployState == DeployState.Deploying || deployState == DeployState.Undeploying)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (!order.Queued)
|
|
|
|
|
@@ -157,10 +182,11 @@ namespace OpenRA.Mods.Common.Traits
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>Play deploy sound and animation.</summary>
|
|
|
|
|
void Deploy()
|
|
|
|
|
void Deploy() { Deploy(false); }
|
|
|
|
|
void Deploy(bool init)
|
|
|
|
|
{
|
|
|
|
|
// Something went wrong, most likely due to deploy order spam and the fact that this is a delayed action.
|
|
|
|
|
if (deployState != DeployState.Undeployed)
|
|
|
|
|
if (!init && deployState != DeployState.Undeployed)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (!IsOnValidTerrain())
|
|
|
|
|
@@ -170,7 +196,8 @@ namespace OpenRA.Mods.Common.Traits
|
|
|
|
|
Game.Sound.Play(info.DeploySound, self.CenterPosition);
|
|
|
|
|
|
|
|
|
|
// Revoke upgrades that are used while undeployed.
|
|
|
|
|
OnDeployStarted();
|
|
|
|
|
if (!init)
|
|
|
|
|
OnDeployStarted();
|
|
|
|
|
|
|
|
|
|
// If there is no animation to play just grant the upgrades that are used while deployed.
|
|
|
|
|
// Alternatively, play the deploy animation and then grant the upgrades.
|
|
|
|
|
@@ -181,16 +208,18 @@ namespace OpenRA.Mods.Common.Traits
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>Play undeploy sound and animation and after that revoke the upgrades.</summary>
|
|
|
|
|
void Undeploy()
|
|
|
|
|
void Undeploy() { Undeploy(false); }
|
|
|
|
|
void Undeploy(bool init)
|
|
|
|
|
{
|
|
|
|
|
// Something went wrong, most likely due to deploy order spam and the fact that this is a delayed action.
|
|
|
|
|
if (deployState != DeployState.Deployed)
|
|
|
|
|
if (!init && deployState != DeployState.Deployed)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (!string.IsNullOrEmpty(info.UndeploySound))
|
|
|
|
|
Game.Sound.Play(info.UndeploySound, self.CenterPosition);
|
|
|
|
|
|
|
|
|
|
OnUndeployStarted();
|
|
|
|
|
if (!init)
|
|
|
|
|
OnUndeployStarted();
|
|
|
|
|
|
|
|
|
|
// If there is no animation to play just grant the upgrades that are used while undeployed.
|
|
|
|
|
// Alternatively, play the undeploy animation and then grant the upgrades.
|
|
|
|
|
@@ -232,4 +261,13 @@ namespace OpenRA.Mods.Common.Traits
|
|
|
|
|
deployState = DeployState.Undeployed;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class DeployStateInit : IActorInit<DeployState>
|
|
|
|
|
{
|
|
|
|
|
[FieldFromYamlKey]
|
|
|
|
|
readonly DeployState value = DeployState.Deployed;
|
|
|
|
|
public DeployStateInit() { }
|
|
|
|
|
public DeployStateInit(DeployState init) { value = init; }
|
|
|
|
|
public DeployState Value(World world) { return value; }
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|