#region Copyright & License Information /* * Copyright 2007-2020 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System.Collections.Generic; using System.Linq; using OpenRA.Activities; using OpenRA.Mods.Common; using OpenRA.Mods.Common.Traits; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Cnc.Traits { public class TDGunboatInfo : TraitInfo, IPositionableInfo, IFacingInfo, IMoveInfo, IActorPreviewInitInfo { public readonly int Speed = 28; [Desc("Facing to use when actor spawns. Only 64 and 192 supported.")] public readonly WAngle InitialFacing = new WAngle(256); [Desc("Facing to use for actor previews (map editor, color picker, etc). Only 64 and 192 supported.")] public readonly WAngle PreviewFacing = new WAngle(256); public override object Create(ActorInitializer init) { return new TDGunboat(init, this); } public WAngle GetInitialFacing() { return InitialFacing; } IEnumerable IActorPreviewInitInfo.ActorPreviewInits(ActorInfo ai, ActorPreviewType type) { yield return new FacingInit(PreviewFacing); } public IReadOnlyDictionary OccupiedCells(ActorInfo info, CPos location, SubCell subCell = SubCell.Any) { var occupied = new Dictionary() { { location, SubCell.FullCell } }; return new ReadOnlyDictionary(occupied); } bool IOccupySpaceInfo.SharesCell { get { return false; } } // Used to determine if actor can spawn public bool CanEnterCell(World world, Actor self, CPos cell, SubCell subCell = SubCell.FullCell, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All) { return world.Map.Contains(cell); } } public class TDGunboat : ITick, ISync, IFacing, IPositionable, IMove, IDeathActorInitModifier, INotifyCreated, INotifyAddedToWorld, INotifyRemovedFromWorld, IActorPreviewInitModifier { public readonly TDGunboatInfo Info; readonly Actor self; static readonly WAngle Left = new WAngle(256); static readonly WAngle Right = new WAngle(768); IEnumerable speedModifiers; INotifyVisualPositionChanged[] notifyVisualPositionChanged; WRot orientation; [Sync] public WAngle Facing { get { return orientation.Yaw; } set { orientation = orientation.WithYaw(value); } } public WRot Orientation { get { return orientation; } } [Sync] public WPos CenterPosition { get; private set; } public CPos TopLeft { get { return self.World.Map.CellContaining(CenterPosition); } } // Isn't used anyway public WAngle TurnSpeed { get { return WAngle.Zero; } } CPos cachedLocation; public TDGunboat(ActorInitializer init, TDGunboatInfo info) { Info = info; self = init.Self; var locationInit = init.GetOrDefault(); if (locationInit != null) SetPosition(self, locationInit.Value); var centerPositionInit = init.GetOrDefault(); if (centerPositionInit != null) SetPosition(self, centerPositionInit.Value); Facing = init.GetValue(Info.GetInitialFacing()); // Prevent mappers from setting bogus facings if (Facing != Left && Facing != Right) Facing = Facing.Angle > 511 ? Right : Left; } void INotifyCreated.Created(Actor self) { speedModifiers = self.TraitsImplementing().ToArray().Select(sm => sm.GetSpeedModifier()); cachedLocation = self.Location; notifyVisualPositionChanged = self.TraitsImplementing().ToArray(); } void INotifyAddedToWorld.AddedToWorld(Actor self) { self.World.AddToMaps(self, this); } void INotifyRemovedFromWorld.RemovedFromWorld(Actor self) { self.World.RemoveFromMaps(self, this); } void ITick.Tick(Actor self) { if (cachedLocation != self.Location) { // If the actor just left the map, switch facing if (!self.World.Map.Contains(self.Location)) Turn(); } cachedLocation = self.Location; SetVisualPosition(self, self.CenterPosition + MoveStep(Facing)); } void Turn() { Facing = Facing == Left ? Right : Left; } int MovementSpeed { get { return OpenRA.Mods.Common.Util.ApplyPercentageModifiers(Info.Speed, speedModifiers); } } public (CPos, SubCell)[] OccupiedCells() { return new[] { (TopLeft, SubCell.FullCell) }; } WVec MoveStep(WAngle facing) { return MoveStep(MovementSpeed, facing); } WVec MoveStep(int speed, WAngle facing) { var dir = new WVec(0, -1024, 0).Rotate(WRot.FromYaw(facing)); return speed * dir / 1024; } void IDeathActorInitModifier.ModifyDeathActorInit(Actor self, TypeDictionary init) { init.Add(new FacingInit(Facing)); } public bool CanExistInCell(CPos cell) { return true; } public bool IsLeavingCell(CPos location, SubCell subCell = SubCell.Any) { return false; } public bool CanEnterCell(CPos cell, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All) { return true; } public SubCell GetValidSubCell(SubCell preferred) { return SubCell.Invalid; } public SubCell GetAvailableSubCell(CPos a, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All) { // Does not use any subcell return SubCell.Invalid; } public void SetVisualPosition(Actor self, WPos pos) { SetPosition(self, pos); } public void SetPosition(Actor self, CPos cell, SubCell subCell = SubCell.Any) { SetPosition(self, self.World.Map.CenterOfCell(cell)); } public void SetPosition(Actor self, WPos pos) { if (self.IsInWorld) self.World.ActorMap.RemoveInfluence(self, this); CenterPosition = pos; if (!self.IsInWorld) return; self.World.UpdateMaps(self, this); self.World.ActorMap.AddInfluence(self, this); // This can be called from the constructor before notifyVisualPositionChanged is assigned. if (notifyVisualPositionChanged != null) foreach (var n in notifyVisualPositionChanged) n.VisualPositionChanged(self, 0, 0); } public Activity MoveTo(CPos cell, int nearEnough = 0, Actor ignoreActor = null, bool evaluateNearestMovableCell = false, Color? targetLineColor = null) { return null; } public Activity MoveWithinRange(in Target target, WDist range, WPos? initialTargetPosition = null, Color? targetLineColor = null) { return null; } public Activity MoveWithinRange(in Target target, WDist minRange, WDist maxRange, WPos? initialTargetPosition = null, Color? targetLineColor = null) { return null; } public Activity MoveFollow(Actor self, in Target target, WDist minRange, WDist maxRange, WPos? initialTargetPosition = null, Color? targetLineColor = null) { return null; } public Activity ReturnToCell(Actor self) { return null; } public Activity MoveToTarget(Actor self, in Target target, WPos? initialTargetPosition = null, Color? targetLineColor = null) { return null; } public Activity MoveIntoTarget(Actor self, in Target target) { return null; } public Activity VisualMove(Actor self, WPos fromPos, WPos toPos) { return null; } public int EstimatedMoveDuration(Actor self, WPos fromPos, WPos toPos) { return (toPos - fromPos).Length / Info.Speed; } public CPos NearestMoveableCell(CPos cell) { return cell; } // Actors with TDGunboat always move public MovementType CurrentMovementTypes { get { return MovementType.Horizontal; } set { } } public bool CanEnterTargetNow(Actor self, in Target target) { return false; } void IActorPreviewInitModifier.ModifyActorPreviewInit(Actor self, TypeDictionary inits) { if (!inits.Contains() && !inits.Contains()) inits.Add(new DynamicFacingInit(() => Facing)); } } }