Files
OpenRA/OpenRA.Mods.Common/Traits/Transforms.cs
Paul Chote 09d8aafddf Add a lint test for audio notifications.
Only traits are linted - the UI still hardcodes
too many audio references for this to be worthwhile.
2018-09-26 13:57:05 +02:00

148 lines
4.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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 OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Actor becomes a specified actor type when this trait is triggered.")]
public class TransformsInfo : PausableConditionalTraitInfo
{
[Desc("Actor to transform into."), ActorReference, FieldLoader.Require]
public readonly string IntoActor = null;
[Desc("Offset to spawn the transformed actor relative to the current cell.")]
public readonly CVec Offset = CVec.Zero;
[Desc("Facing that the actor must face before transforming.")]
public readonly int Facing = 96;
[Desc("Sounds to play when transforming.")]
public readonly string[] TransformSounds = { };
[Desc("Sounds to play when the transformation is blocked.")]
public readonly string[] NoTransformSounds = { };
[NotificationReference("Speech")]
[Desc("Notification to play when transforming.")]
public readonly string TransformNotification = null;
[NotificationReference("Speech")]
[Desc("Notification to play when the transformation is blocked.")]
public readonly string NoTransformNotification = null;
[Desc("Cursor to display when able to (un)deploy the actor.")]
public readonly string DeployCursor = "deploy";
[Desc("Cursor to display when unable to (un)deploy the actor.")]
public readonly string DeployBlockedCursor = "deploy-blocked";
[VoiceReference] public readonly string Voice = "Action";
public override object Create(ActorInitializer init) { return new Transforms(init, this); }
}
public class Transforms : PausableConditionalTrait<TransformsInfo>, IIssueOrder, IResolveOrder, IOrderVoice, IIssueDeployOrder
{
readonly Actor self;
readonly ActorInfo actorInfo;
readonly BuildingInfo buildingInfo;
readonly string faction;
public Transforms(ActorInitializer init, TransformsInfo info)
: base(info)
{
self = init.Self;
actorInfo = self.World.Map.Rules.Actors[info.IntoActor];
buildingInfo = actorInfo.TraitInfoOrDefault<BuildingInfo>();
faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : self.Owner.Faction.InternalName;
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return (order.OrderString == "DeployTransform") ? Info.Voice : null;
}
public bool CanDeploy()
{
if (IsTraitPaused || IsTraitDisabled)
return false;
var building = self.TraitOrDefault<Building>();
if (building != null && building.Locked)
return false;
return buildingInfo == null || self.World.CanPlaceBuilding(self.Location + Info.Offset, actorInfo, buildingInfo, self);
}
public IEnumerable<IOrderTargeter> Orders
{
get
{
if (!IsTraitDisabled)
yield return new DeployOrderTargeter("DeployTransform", 5,
() => CanDeploy() ? Info.DeployCursor : Info.DeployBlockedCursor);
}
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID == "DeployTransform")
return new Order(order.OrderID, self, queued);
return null;
}
Order IIssueDeployOrder.IssueDeployOrder(Actor self, bool queued)
{
return new Order("DeployTransform", self, queued);
}
bool IIssueDeployOrder.CanIssueDeployOrder(Actor self) { return !IsTraitPaused && !IsTraitDisabled; }
public void DeployTransform(bool queued)
{
if (!queued && !CanDeploy())
{
// Only play the "Cannot deploy here" audio
// for non-queued orders
foreach (var s in Info.NoTransformSounds)
Game.Sound.PlayToPlayer(SoundType.World, self.Owner, s);
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.NoTransformNotification, self.Owner.Faction.InternalName);
return;
}
if (!queued)
self.CancelActivity();
self.QueueActivity(new Transform(self, Info.IntoActor)
{
Offset = Info.Offset,
Facing = Info.Facing,
Sounds = Info.TransformSounds,
Notification = Info.TransformNotification,
Faction = faction
});
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "DeployTransform" && !IsTraitPaused && !IsTraitDisabled)
DeployTransform(order.Queued);
}
}
}