Merge pull request #10210 from pchote/other-enter-traits
Add enter behaviour field to Infiltrates/EngineerRepair/RepairsBridges.
This commit is contained in:
@@ -22,7 +22,7 @@ namespace OpenRA.Mods.Common.Activities
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readonly Health health;
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public CaptureActor(Actor self, Actor target)
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: base(self, target)
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: base(self, target, EnterBehaviour.Dispose)
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{
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actor = target;
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building = actor.TraitOrDefault<Building>();
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@@ -20,7 +20,6 @@ namespace OpenRA.Mods.Common.Activities
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{
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readonly Actor target;
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readonly IDemolishable[] demolishables;
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readonly EnterBehaviour enterBehaviour;
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readonly int delay;
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readonly int flashes;
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readonly int flashesDelay;
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@@ -31,11 +30,10 @@ namespace OpenRA.Mods.Common.Activities
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public Demolish(Actor self, Actor target, EnterBehaviour enterBehaviour, int delay,
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int flashes, int flashesDelay, int flashInterval, int flashDuration)
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: base(self, target)
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: base(self, target, enterBehaviour)
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{
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this.target = target;
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demolishables = target.TraitsImplementing<IDemolishable>().ToArray();
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this.enterBehaviour = enterBehaviour;
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this.delay = delay;
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this.flashes = flashes;
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this.flashesDelay = flashesDelay;
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@@ -75,11 +73,6 @@ namespace OpenRA.Mods.Common.Activities
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if (Util.ApplyPercentageModifiers(100, modifiers) > 0)
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demolishables.Do(d => d.Demolish(target, self));
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}));
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if (enterBehaviour == EnterBehaviour.Suicide)
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self.Kill(self);
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else if (enterBehaviour == EnterBehaviour.Dispose)
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self.Dispose();
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});
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}
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}
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@@ -19,7 +19,7 @@ namespace OpenRA.Mods.Common.Activities
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readonly int payload;
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public DonateSupplies(Actor self, Actor target, int payload)
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: base(self, target)
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: base(self, target, EnterBehaviour.Dispose)
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{
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this.target = target;
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this.payload = payload;
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@@ -31,7 +31,6 @@ namespace OpenRA.Mods.Common.Activities
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return;
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target.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(payload);
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self.Dispose();
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if (self.Owner.IsAlliedWith(self.World.RenderPlayer))
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self.World.AddFrameEndTask(w => w.Add(new FloatingText(target.CenterPosition, target.Owner.Color.RGB, FloatingText.FormatCashTick(payload), 30)));
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@@ -24,7 +24,9 @@ namespace OpenRA.Mods.Common.Activities
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readonly IMove move;
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readonly int maxTries = 0;
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readonly EnterBehaviour enterBehaviour;
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readonly bool targetCenter;
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public Target Target { get { return target; } }
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Target target;
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State nextState = State.ApproachingOrEntering; // Hint/starting point for next state
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@@ -33,11 +35,12 @@ namespace OpenRA.Mods.Common.Activities
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Activity inner;
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bool firstApproach = true;
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protected Enter(Actor self, Actor target, int maxTries = 1, bool targetCenter = false)
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protected Enter(Actor self, Actor target, EnterBehaviour enterBehaviour, int maxTries = 1, bool targetCenter = false)
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{
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this.move = self.Trait<IMove>();
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this.target = Target.FromActor(target);
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this.maxTries = maxTries;
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this.enterBehaviour = enterBehaviour;
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this.targetCenter = targetCenter;
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}
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@@ -215,6 +218,11 @@ namespace OpenRA.Mods.Common.Activities
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OnInside(self);
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if (enterBehaviour == EnterBehaviour.Suicide)
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self.Kill(self);
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else if (enterBehaviour == EnterBehaviour.Dispose)
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self.Dispose();
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// Return if Abort(Actor) or Done(self) was called from OnInside.
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if (nextState >= State.Exiting)
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return State.Inside;
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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.Common.Activities
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Cargo cargo;
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public EnterTransport(Actor self, Actor transport, int maxTries = 0, bool targetCenter = false)
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: base(self, transport, maxTries, targetCenter)
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: base(self, transport, EnterBehaviour.Exit, maxTries, targetCenter)
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{
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this.transport = transport;
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this.maxTries = maxTries;
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@@ -17,8 +17,8 @@ namespace OpenRA.Mods.Common.Activities
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{
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readonly BridgeHut hut;
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public RepairBridge(Actor self, Actor target)
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: base(self, target)
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public RepairBridge(Actor self, Actor target, EnterBehaviour enterBehaviour)
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: base(self, target, enterBehaviour)
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{
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hut = target.Trait<BridgeHut>();
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}
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@@ -32,8 +32,8 @@ namespace OpenRA.Mods.Common.Activities
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{
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if (hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing || hut.Bridge.GetHut(0) == null || hut.Bridge.GetHut(1) == null)
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return;
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hut.Repair(self);
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self.Dispose();
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}
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}
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}
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@@ -18,8 +18,8 @@ namespace OpenRA.Mods.Common.Activities
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readonly Actor target;
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readonly Health health;
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public RepairBuilding(Actor self, Actor target)
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: base(self, target)
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public RepairBuilding(Actor self, Actor target, EnterBehaviour enterBehaviour)
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: base(self, target, enterBehaviour)
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{
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this.target = target;
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health = target.Trait<Health>();
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@@ -34,8 +34,8 @@ namespace OpenRA.Mods.Common.Activities
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{
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if (health.DamageState == DamageState.Undamaged)
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return;
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target.InflictDamage(self, -health.MaxHP, null);
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self.Dispose();
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}
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}
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}
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@@ -21,6 +21,10 @@ namespace OpenRA.Mods.Common.Traits
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{
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[VoiceReference] public readonly string Voice = "Action";
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[Desc("Behaviour when entering the structure.",
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"Possible values are Exit, Suicide, Dispose.")]
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public readonly EnterBehaviour EnterBehaviour = EnterBehaviour.Dispose;
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public object Create(ActorInitializer init) { return new EngineerRepair(init, this); }
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}
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@@ -91,7 +95,7 @@ namespace OpenRA.Mods.Common.Traits
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self.CancelActivity();
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self.SetTargetLine(target, Color.Yellow);
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self.QueueActivity(new RepairBuilding(self, target.Actor));
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self.QueueActivity(new RepairBuilding(self, target.Actor, info.EnterBehaviour));
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}
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class EngineerRepairOrderTargeter : UnitOrderTargeter
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@@ -21,6 +21,10 @@ namespace OpenRA.Mods.Common.Traits
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{
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[VoiceReference] public readonly string Voice = "Action";
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[Desc("Behaviour when entering the structure.",
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"Possible values are Exit, Suicide, Dispose.")]
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public readonly EnterBehaviour EnterBehaviour = EnterBehaviour.Dispose;
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public object Create(ActorInitializer init) { return new RepairsBridges(this); }
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}
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@@ -72,7 +76,7 @@ namespace OpenRA.Mods.Common.Traits
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self.SetTargetLine(Target.FromOrder(self.World, order), Color.Yellow);
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self.CancelActivity();
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self.QueueActivity(new RepairBridge(self, order.TargetActor));
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self.QueueActivity(new RepairBridge(self, order.TargetActor, info.EnterBehaviour));
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}
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}
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@@ -18,19 +18,17 @@ namespace OpenRA.Mods.RA.Activities
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class Infiltrate : Enter
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{
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readonly Actor target;
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readonly Stance validStances;
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readonly Cloak cloak;
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readonly string notification;
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readonly Infiltrates infiltrates;
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public Infiltrate(Actor self, Actor target)
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: base(self, target)
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public Infiltrate(Actor self, Actor target, EnterBehaviour enterBehaviour, Stance validStances, string notification)
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: base(self, target, enterBehaviour)
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{
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this.target = target;
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this.validStances = validStances;
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this.notification = notification;
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cloak = self.TraitOrDefault<Cloak>();
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infiltrates = self.TraitOrDefault<Infiltrates>();
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}
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protected override void OnInside(Actor self)
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@@ -39,7 +37,7 @@ namespace OpenRA.Mods.RA.Activities
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return;
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var stance = self.Owner.Stances[target.Owner];
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if (!infiltrates.Info.ValidStances.HasStance(stance))
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if (!validStances.HasStance(stance))
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return;
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if (cloak != null && cloak.Info.UncloakOnInfiltrate)
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@@ -48,10 +46,9 @@ namespace OpenRA.Mods.RA.Activities
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foreach (var t in target.TraitsImplementing<INotifyInfiltrated>())
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t.Infiltrated(target, self);
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self.Dispose();
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if (target.Info.HasTraitInfo<BuildingInfo>())
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Game.Sound.PlayToPlayer(self.Owner, "bldginf1.aud");
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if (!string.IsNullOrEmpty(notification))
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech",
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notification, self.Owner.Faction.InternalName);
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}
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}
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}
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@@ -8,22 +8,29 @@
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*/
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#endregion
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.RA.Activities;
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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 InfiltrateProperties : ScriptActorProperties
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public class InfiltrateProperties : ScriptActorProperties, Requires<InfiltratesInfo>
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{
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readonly InfiltratesInfo info;
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public InfiltrateProperties(ScriptContext context, Actor self)
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: base(context, self)
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{ }
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{
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info = Self.Info.TraitInfo<InfiltratesInfo>();
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}
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[Desc("Infiltrate the target actor.")]
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public void Infiltrate(Actor target)
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{
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Self.QueueActivity(new Infiltrate(Self, target));
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Self.QueueActivity(new Infiltrate(Self, target, info.EnterBehaviour, info.ValidStances, info.Notification));
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}
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}
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}
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@@ -12,6 +12,7 @@ using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Mods.Common;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Traits;
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@@ -27,21 +28,28 @@ namespace OpenRA.Mods.RA.Traits
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[Desc("What diplomatic stances can be infiltrated by this actor.")]
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public readonly Stance ValidStances = Stance.Neutral | Stance.Enemy;
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[Desc("Behaviour when entering the structure.",
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"Possible values are Exit, Suicide, Dispose.")]
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public readonly EnterBehaviour EnterBehaviour = EnterBehaviour.Dispose;
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[Desc("Notification to play when a building is infiltrated.")]
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public readonly string Notification = "BuildingInfiltrated";
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public object Create(ActorInitializer init) { return new Infiltrates(this); }
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}
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class Infiltrates : IIssueOrder, IResolveOrder, IOrderVoice
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{
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public readonly InfiltratesInfo Info;
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readonly InfiltratesInfo info;
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public Infiltrates(InfiltratesInfo info)
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{
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Info = info;
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this.info = info;
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get { yield return new InfiltrationOrderTargeter(Info); }
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get { yield return new InfiltrationOrderTargeter(info); }
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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@@ -79,13 +87,13 @@ namespace OpenRA.Mods.RA.Traits
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else
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targetTypes = order.TargetActor.GetEnabledTargetTypes();
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return Info.Types.Overlaps(targetTypes);
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return info.Types.Overlaps(targetTypes);
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "Infiltrate" && IsValidOrder(self, order)
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? Info.Voice : null;
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? info.Voice : null;
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}
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public void ResolveOrder(Actor self, Order order)
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@@ -95,14 +103,14 @@ namespace OpenRA.Mods.RA.Traits
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var target = self.ResolveFrozenActorOrder(order, Color.Red);
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if (target.Type != TargetType.Actor
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|| !Info.Types.Overlaps(target.Actor.GetAllTargetTypes()))
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|| !info.Types.Overlaps(target.Actor.GetAllTargetTypes()))
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return;
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if (!order.Queued)
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self.CancelActivity();
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self.SetTargetLine(target, Color.Red);
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self.QueueActivity(new Infiltrate(self, target.Actor));
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self.QueueActivity(new Infiltrate(self, target.Actor, info.EnterBehaviour, info.ValidStances, info.Notification));
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}
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}
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