#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.Linq; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Can be carried by actors with the `Carryall` trait.")] public class CarryableInfo : ConditionalTraitInfo { [GrantedConditionReference] [Desc("The condition to grant to self while a carryall has been reserved.")] public readonly string ReservedCondition = null; [GrantedConditionReference] [Desc("The condition to grant to self while being carried.")] public readonly string CarriedCondition = null; [GrantedConditionReference] [Desc("The condition to grant to self while being locked for carry.")] public readonly string LockedCondition = null; [Desc("Carryall attachment point relative to body.")] public readonly WVec LocalOffset = WVec.Zero; public override object Create(ActorInitializer init) { return new Carryable(init.Self, this); } } public enum LockResponse { Success, Pending, Failed } public interface IDelayCarryallPickup { bool TryLockForPickup(Actor self, Actor carrier); } public class Carryable : ConditionalTrait { ConditionManager conditionManager; int reservedToken = ConditionManager.InvalidConditionToken; int carriedToken = ConditionManager.InvalidConditionToken; int lockedToken = ConditionManager.InvalidConditionToken; Mobile mobile; IDelayCarryallPickup[] delayPickups; public Actor Carrier { get; private set; } public bool Reserved { get { return state != State.Free; } } public CPos? Destination { get; protected set; } public bool WantsTransport { get { return Destination != null && !IsTraitDisabled; } } protected enum State { Free, Reserved, Locked } protected State state = State.Free; protected bool attached; public Carryable(Actor self, CarryableInfo info) : base(info) { } protected override void Created(Actor self) { conditionManager = self.Trait(); mobile = self.TraitOrDefault(); delayPickups = self.TraitsImplementing().ToArray(); base.Created(self); } public virtual void Attached(Actor self) { if (attached) return; attached = true; if (carriedToken == ConditionManager.InvalidConditionToken && !string.IsNullOrEmpty(Info.CarriedCondition)) carriedToken = conditionManager.GrantCondition(self, Info.CarriedCondition); } // This gets called by carrier after we touched down public virtual void Detached(Actor self) { if (!attached) return; attached = false; if (carriedToken != ConditionManager.InvalidConditionToken) carriedToken = conditionManager.RevokeCondition(self, carriedToken); } public virtual bool Reserve(Actor self, Actor carrier) { if (Reserved || IsTraitDisabled) return false; state = State.Reserved; Carrier = carrier; if (reservedToken == ConditionManager.InvalidConditionToken && !string.IsNullOrEmpty(Info.ReservedCondition)) reservedToken = conditionManager.GrantCondition(self, Info.ReservedCondition); return true; } public virtual void UnReserve(Actor self) { state = State.Free; Carrier = null; if (reservedToken != ConditionManager.InvalidConditionToken) reservedToken = conditionManager.RevokeCondition(self, reservedToken); if (lockedToken != ConditionManager.InvalidConditionToken) lockedToken = conditionManager.RevokeCondition(self, lockedToken); } // Prepare for transport pickup public virtual LockResponse LockForPickup(Actor self, Actor carrier) { if (state == State.Locked && Carrier != carrier) return LockResponse.Failed; if (delayPickups.Any(d => d.IsTraitEnabled() && !d.TryLockForPickup(self, carrier))) return LockResponse.Pending; if (state != State.Locked) { state = State.Locked; Carrier = carrier; if (lockedToken == ConditionManager.InvalidConditionToken && !string.IsNullOrEmpty(Info.LockedCondition)) lockedToken = conditionManager.GrantCondition(self, Info.LockedCondition); } // Make sure we are not moving and at our normal position with respect to the cell grid if (mobile != null && mobile.IsMovingBetweenCells) return LockResponse.Pending; return LockResponse.Success; } } }