Files
OpenRA/OpenRA.Mods.Cnc/Traits/TDGunboat.cs
2024-07-29 21:56:36 +02:00

243 lines
7.8 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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 256 and 768 supported.")]
public readonly WAngle InitialFacing = new(256);
[Desc("Facing to use for actor previews (map editor, color picker, etc). Only 256 and 768 supported.")]
public readonly WAngle PreviewFacing = new(256);
public override object Create(ActorInitializer init) { return new TDGunboat(init, this); }
public WAngle GetInitialFacing() { return InitialFacing; }
public Color GetTargetLineColor() { return Color.Green; }
IEnumerable<ActorInit> IActorPreviewInitInfo.ActorPreviewInits(ActorInfo ai, ActorPreviewType type)
{
yield return new FacingInit(PreviewFacing);
}
public IReadOnlyDictionary<CPos, SubCell> OccupiedCells(ActorInfo info, CPos location, SubCell subCell = SubCell.Any)
{
return new Dictionary<CPos, SubCell>() { { location, SubCell.FullCell } };
}
bool IOccupySpaceInfo.SharesCell => 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(256);
static readonly WAngle Right = new(768);
IEnumerable<int> speedModifiers;
INotifyCenterPositionChanged[] notifyCenterPositionChanged;
[Sync]
public WAngle Facing
{
get => Orientation.Yaw;
set => Orientation = Orientation.WithYaw(value);
}
public WRot Orientation { get; private set; }
[Sync]
public WPos CenterPosition { get; private set; }
public CPos TopLeft => self.World.Map.CellContaining(CenterPosition);
// Isn't used anyway
public WAngle TurnSpeed => WAngle.Zero;
CPos cachedLocation;
public TDGunboat(ActorInitializer init, TDGunboatInfo info)
{
Info = info;
self = init.Self;
var locationInit = init.GetOrDefault<LocationInit>();
if (locationInit != null)
SetPosition(self, locationInit.Value);
var centerPositionInit = init.GetOrDefault<CenterPositionInit>();
if (centerPositionInit != null)
SetPosition(self, centerPositionInit.Value);
Facing = init.GetValue<FacingInit, WAngle>(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<ISpeedModifier>().ToArray().Select(sm => sm.GetSpeedModifier());
cachedLocation = self.Location;
notifyCenterPositionChanged = self.TraitsImplementing<INotifyCenterPositionChanged>().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;
SetCenterPosition(self, self.CenterPosition + MoveStep(Facing));
}
void Turn()
{
Facing = Facing == Left ? Right : Left;
}
int MovementSpeed => Common.Util.ApplyPercentageModifiers(Info.Speed, speedModifiers);
public (CPos, SubCell)[] OccupiedCells() { return new[] { (TopLeft, SubCell.FullCell) }; }
WVec MoveStep(WAngle facing)
{
return MoveStep(MovementSpeed, facing);
}
static 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 SetCenterPosition(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 notifyCenterPositionChanged is assigned.
if (notifyCenterPositionChanged != null)
foreach (var n in notifyCenterPositionChanged)
n.CenterPositionChanged(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 MoveOntoTarget(Actor self, in Target target, in WVec offset,
WAngle? facing, Color? targetLineColor = null)
{ return null; }
public Activity MoveIntoTarget(Actor self, in Target target) { return null; }
public Activity LocalMove(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 => MovementType.Horizontal; set { } }
public bool CanEnterTargetNow(Actor self, in Target target)
{
return false;
}
void IActorPreviewInitModifier.ModifyActorPreviewInit(Actor self, TypeDictionary inits)
{
if (!inits.Contains<DynamicFacingInit>() && !inits.Contains<FacingInit>())
inits.Add(new DynamicFacingInit(() => Facing));
}
}
}