Merge pull request #8417 from abcdefg30/newlua_disguise
Added DisguiseAs and DisguiseAsType functions to lua
This commit is contained in:
@@ -18,7 +18,6 @@ namespace OpenRA
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{
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/// <summary>
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/// A unit/building inside the game. Every rules starts with one and adds trait to it.
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/// Special actors like world or player are usually defined in system.yaml and affect everything.
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/// </summary>
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public class ActorInfo
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{
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@@ -84,6 +84,7 @@
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<Compile Include="Effects\TeslaZap.cs" />
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<Compile Include="Graphics\TeslaZapRenderable.cs" />
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<Compile Include="Scripting\Properties\InfiltrateProperties.cs" />
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<Compile Include="Scripting\Properties\DisguiseProperties.cs" />
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<Compile Include="Traits\Attack\AttackLeap.cs" />
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<Compile Include="Traits\Buildings\Fake.cs" />
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<Compile Include="Traits\Buildings\ClonesProducedUnits.cs" />
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42
OpenRA.Mods.RA/Scripting/Properties/DisguiseProperties.cs
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42
OpenRA.Mods.RA/Scripting/Properties/DisguiseProperties.cs
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@@ -0,0 +1,42 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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.Linq;
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using OpenRA.Mods.RA.Traits;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Scripting
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{
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[ScriptPropertyGroup("Ability")]
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public class DisguiseProperties : ScriptActorProperties, Requires<DisguiseInfo>
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{
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readonly Disguise disguise;
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public DisguiseProperties(ScriptContext context, Actor self)
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: base(context, self)
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{
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disguise = Self.Trait<Disguise>();
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}
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[Desc("Disguises as the target actor.")]
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public void DisguiseAs(Actor target)
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{
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disguise.DisguiseAs(target);
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}
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[Desc("Disguises as the target type with the specified owner.")]
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public void DisguiseAsType(string actorType, Player newOwner)
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{
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var actorInfo = Self.World.Map.Rules.Actors[actorType];
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disguise.DisguiseAs(actorInfo, newOwner);
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}
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}
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}
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@@ -128,7 +128,7 @@ namespace OpenRA.Mods.RA.Traits
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return AsPlayer.Color.RGB;
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}
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void DisguiseAs(Actor target)
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public void DisguiseAs(Actor target)
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{
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var oldDisguiseSetting = Disguised;
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var oldEffectiveOwner = AsPlayer;
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@@ -159,6 +159,24 @@ namespace OpenRA.Mods.RA.Traits
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AsSprite = null;
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}
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HandleDisguise(oldEffectiveOwner, oldDisguiseSetting);
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}
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public void DisguiseAs(ActorInfo actorInfo, Player newOwner)
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{
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var oldDisguiseSetting = Disguised;
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var oldEffectiveOwner = AsPlayer;
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var renderSprites = actorInfo.Traits.GetOrDefault<RenderSpritesInfo>();
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AsSprite = renderSprites == null ? null : renderSprites.GetImage(actorInfo, self.World.Map.SequenceProvider, newOwner.Country.Race);
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AsPlayer = newOwner;
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AsTooltipInfo = actorInfo.Traits.WithInterface<TooltipInfo>().FirstOrDefault();
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HandleDisguise(oldEffectiveOwner, oldDisguiseSetting);
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}
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void HandleDisguise(Player oldEffectiveOwner, bool oldDisguiseSetting)
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{
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foreach (var t in self.TraitsImplementing<INotifyEffectiveOwnerChanged>())
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t.OnEffectiveOwnerChanged(self, oldEffectiveOwner, AsPlayer);
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@@ -160,8 +160,6 @@ WarfactoryInfiltrated = function()
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end
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MissInfiltrated = function()
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CloakProvider.Destroy()
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for i = 0, 5, 1 do
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local sound = Utils.Random(TanyaVoices)
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Trigger.AfterDelay(DateTime.Seconds(i), function()
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@@ -247,9 +245,8 @@ InitTriggers = function()
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if a == Truk then
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Trigger.RemoveFootprintTrigger(id)
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CloakProvider = Actor.Create("CloakUpgrade", true, { Owner = greece, Location = Prison.Location })
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Spy = Actor.Create("spy", true, { Owner = greece, Location = TrukWaypoint5.Location })
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Spy.DisguiseAsType("e1", ussr)
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Spy.Move(SpyWaypoint.Location)
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Spy.Infiltrate(Prison)
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Media.PlaySoundNotification(greece, SpyVoice)
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@@ -1694,20 +1694,6 @@ Rules:
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Types: Mission Objectives
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DisguiseToolTip:
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ShowOwnerRow: false
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Cloak@MISS:
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UpgradeTypes: miss
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UpgradeMinEnabledLevel: 1
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InitialDelay: 0
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CloakDelay: 0
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Palette:
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CloakUpgrade:
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AlwaysVisible:
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Immobile:
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OccupiesSpace: false
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BodyOrientation:
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UpgradeActorsNear:
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Upgrades: miss
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Range: 5c512
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WEAP:
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TargetableBuilding:
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TargetTypes: Ground, C4, DetonateAttack, Structure, Mission Objectives
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