#region Copyright & License Information /* * Copyright 2007-2011 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. For more information, * see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Drawing; using System.Linq; using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.RA { public class CloakInfo : ITraitInfo { public int InitialDelay = 10; // Ticks public int CloakDelay = 30; // Ticks public string CloakSound = "subshow1.aud"; public string UncloakSound = "subshow1.aud"; public readonly string Palette = "cloak"; public readonly bool UncloakOnMove = false; public object Create(ActorInitializer init) { return new Cloak(init.self, this); } } public class Cloak : IRenderModifier, INotifyDamageStateChanged, INotifyAttack, ITick, IVisibilityModifier, IRadarColorModifier, ISync { [Sync] int remainingTime; [Sync] bool canCloak = true; Actor self; CloakInfo info; CPos? lastPos; public Cloak(Actor self, CloakInfo info) { this.info = info; this.self = self; remainingTime = info.InitialDelay; } public void Uncloak() { Uncloak(info.CloakDelay); } public void Uncloak(int time) { if (Cloaked) Sound.Play(info.UncloakSound, self.CenterLocation); remainingTime = Math.Max(remainingTime, time); } public void Attacking(Actor self, Target target) { Uncloak(); } public bool Cloaked { get { return remainingTime <= 0; } } public void DamageStateChanged(Actor self, AttackInfo e) { canCloak = (e.DamageState < DamageState.Critical); if (!canCloak) Uncloak(); } static readonly Renderable[] Nothing = { }; public IEnumerable ModifyRender(Actor self, WorldRenderer wr, IEnumerable r) { if (remainingTime > 0) return r; if (Cloaked && IsVisible(self, self.World.RenderPlayer)) if (string.IsNullOrEmpty(info.Palette)) return r; else return r.Select(a => a.WithPalette(wr.Palette(info.Palette))); else return Nothing; } public void Tick(Actor self) { if (remainingTime > 0 && canCloak) if (--remainingTime <= 0) Sound.Play(info.CloakSound, self.CenterLocation); if (self.IsDisabled()) Uncloak(); if (info.UncloakOnMove && (lastPos == null || lastPos.Value != self.Location)) { Uncloak(); lastPos = self.Location; } } public bool IsVisible(Actor self, Player byPlayer) { if (!Cloaked || self.Owner.IsAlliedWith(byPlayer)) return true; // TODO: Change this to be per-player? A cloak detector revealing to everyone is dumb return self.World.ActorsWithTrait().Any(a => a.Actor.Owner.Stances[self.Owner] != Stance.Ally && (self.Location - a.Actor.Location).Length < a.Actor.Info.Traits.Get().Range); } public Color RadarColorOverride(Actor self) { var c = self.Owner.Color.RGB; if (self.Owner == self.World.LocalPlayer && Cloaked) c = Color.FromArgb(128, c); return c; } } }