Files
OpenRA/OpenRA.Mods.RA/UnitStances/UnitStance.cs

217 lines
5.1 KiB
C#

using System;
using System.Drawing;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class UnitStanceInfo : ITraitInfo
{
public readonly bool Default = false;
public readonly int ScanDelayMin = 12;
public readonly int ScanDelayMax = 24;
#region ITraitInfo Members
public virtual object Create(ActorInitializer init)
{
throw new Exception("UnitStanceInfo: Override me!");
}
#endregion
}
public abstract class UnitStance : ITick, IResolveOrder, ISelectionColorModifier
{
[Sync]
public int NextScanTime;
public UnitStanceInfo Info { get; protected set; }
public abstract Color SelectionColor { get; }
#region ITick Members
protected UnitStance(Actor self, UnitStanceInfo info)
{
Info = info;
Active = Info.Default;
}
public virtual void Tick(Actor self)
{
if (!Active) return;
TickScan(self);
}
private void TickScan(Actor self)
{
NextScanTime--;
if (NextScanTime <= 0)
{
NextScanTime = GetNextScanTime(self);
OnScan(self);
}
}
private int GetNextScanTime(Actor self)
{
return self.World.SharedRandom.Next(Info.ScanDelayMin, Info.ScanDelayMax+1);
}
#endregion
#region IUnitStance Members
public bool Active { get; set; }
public virtual bool IsDefault
{
get { return Info.Default; }
}
public virtual void Activate(Actor self)
{
if (Active) return;
Active = true;
NextScanTime = 0;
DeactivateOthers(self);
OnActivate(self);
}
public virtual void Deactivate(Actor self)
{
if (Active)
{
Active = false;
}
}
#endregion
public virtual void DeactivateOthers(Actor self)
{
DeactivateOthers(self, this);
}
public static bool IsActive<T>(Actor self) where T : UnitStance
{
var stance = self.TraitOrDefault<T>();
return stance != null && stance.Active;
}
public static void DeactivateOthers(Actor self, UnitStance stance)
{
self.TraitsImplementing<UnitStance>().Where(t => t != stance).Do(t => t.Deactivate(self));
}
public abstract string OrderString { get; }
public static bool ReturnFire(Actor self, AttackInfo e, bool allowActivity, bool allowTargetSwitch, bool holdStill)
{
if (!self.IsIdle && !allowActivity) return false;
if (e.Attacker.Destroyed) return false;
var attack = self.TraitOrDefault<AttackBase>();
// this unit cannot fight back at all (no guns)
if (attack == null) return false;
// if attacking already and force was used, return (ie to respond to attacks while moving around)
if (attack.IsAttacking && (!allowTargetSwitch)) return false;
// don't fight back if we dont have the guns to do so
if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker))) return false;
// don't retaliate against allies
if (self.Owner.Stances[e.Attacker.Owner] == Stance.Ally) return false;
// don't retaliate against healers
if (e.Damage < 0) return false;
// perform the attack
AttackTarget(self, e.Attacker, holdStill);
return true;
}
public static bool ReturnFire(Actor self, AttackInfo e, bool allowActivity, bool allowTargetSwitch)
{
return ReturnFire(self, e, allowActivity, allowTargetSwitch, false);
}
public static bool ReturnFire(Actor self, AttackInfo e, bool allowActivity)
{
return ReturnFire(self, e, allowActivity, false);
}
public static UnitStance GetActive(Actor self)
{
return self.TraitsImplementing<UnitStance>().Where(t => t.Active).FirstOrDefault();
}
public static void AttackTarget(Actor self, Actor target, bool holdStill)
{
var attack = self.Trait<AttackBase>();
if (attack != null && target != null)
{
attack.ResolveOrder(self, new Order((holdStill) ? "AttackHold" : "Attack", self, target, false));
}
}
public static void StopAttack(Actor self)
{
if (self.GetCurrentActivity() is Activities.Attack)
self.GetCurrentActivity().Cancel(self);
}
/// <summary>
/// Called when on the first tick after the stance has been activated
/// </summary>
/// <param name="self"></param>
protected virtual void OnScan(Actor self)
{
}
/// <summary>
/// Called when on the first tick after the stance has been activated
/// </summary>
/// <param name="self"></param>
protected virtual void OnActivate(Actor self)
{
}
public static Actor ScanForTarget(Actor self)
{
return self.Trait<AttackBase>().ScanForTarget(self);
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString != OrderString)
return;
// Its our order, activate the stance
Activate(self);
}
public static void OrderStance(Actor self, UnitStance stance)
{
self.World.IssueOrder(new Order(stance.OrderString, self, false));
}
public Color GetSelectionColorModifier(Actor self, Color defaultColor)
{
if (self.World.LocalPlayer != null && self.Owner.Stances[self.World.LocalPlayer] != Stance.Ally)
return defaultColor;
return Active ? SelectionColor : defaultColor;
}
}
}