Files
OpenRA/OpenRA.Mods.Common/Traits/ProximityCapturable.cs
2015-11-27 16:19:59 +00:00

150 lines
4.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Actor can be captured by units in a specified proximity.")]
public class ProximityCapturableInfo : ITraitInfo
{
public readonly bool Permanent = false;
public readonly WDist Range = WDist.FromCells(5);
public readonly bool MustBeClear = false;
public readonly HashSet<string> CaptorTypes = new HashSet<string> { "Vehicle", "Tank", "Infantry" };
public object Create(ActorInitializer init) { return new ProximityCapturable(init.Self, this); }
}
public class ProximityCapturable : ITick
{
public readonly Player OriginalOwner;
public bool Captured { get { return Self.Owner != OriginalOwner; } }
public ProximityCapturableInfo Info;
public Actor Self;
public ProximityCapturable(Actor self, ProximityCapturableInfo info)
{
Info = info;
Self = self;
OriginalOwner = self.Owner;
}
public void Tick(Actor self)
{
if (Captured && Info.Permanent) return; // Permanent capture
if (!Captured)
{
var captor = GetInRange(self);
if (captor != null)
if (!Info.MustBeClear || IsClear(self, captor.Owner, OriginalOwner))
ChangeOwnership(self, captor);
return;
}
// if the area must be clear, and there is more than 1 player nearby => return ownership to default
if (Info.MustBeClear && !IsClear(self, self.Owner, OriginalOwner))
{
// Revert Ownership
ChangeOwnership(self, OriginalOwner.PlayerActor);
return;
}
// See if the 'temporary' owner still is in range
if (!IsStillInRange(self))
{
// no.. So find a new one
var captor = GetInRange(self);
// got one
if (captor != null)
{
ChangeOwnership(self, captor);
return;
}
// Revert Ownership otherwise
ChangeOwnership(self, OriginalOwner.PlayerActor);
}
}
static void ChangeOwnership(Actor self, Actor captor)
{
self.World.AddFrameEndTask(w =>
{
if (self.Disposed || captor.Disposed) return;
var previousOwner = self.Owner;
// momentarily remove from world so the ownership queries don't get confused
w.Remove(self);
self.Owner = captor.Owner;
w.Add(self);
if (self.Owner == self.World.LocalPlayer)
w.Add(new FlashTarget(self));
foreach (var t in self.TraitsImplementing<INotifyCapture>())
t.OnCapture(self, captor, previousOwner, self.Owner);
});
}
bool CanBeCapturedBy(Actor a)
{
var pc = a.Info.TraitInfoOrDefault<ProximityCaptorInfo>();
return pc != null && pc.Types.Overlaps(Info.CaptorTypes);
}
IEnumerable<Actor> UnitsInRange()
{
return Self.World.FindActorsInCircle(Self.CenterPosition, Info.Range)
.Where(a => a.IsInWorld && a != Self && !a.Disposed && !a.Owner.NonCombatant);
}
bool IsClear(Actor self, Player currentOwner, Player originalOwner)
{
return UnitsInRange()
.All(a => a.Owner == originalOwner || a.Owner == currentOwner ||
WorldUtils.AreMutualAllies(a.Owner, currentOwner) || !CanBeCapturedBy(a));
}
// TODO exclude other NeutralActor that aren't permanent
bool IsStillInRange(Actor self)
{
return UnitsInRange().Any(a => a.Owner == self.Owner && CanBeCapturedBy(a));
}
IEnumerable<Actor> CaptorsInRange(Actor self)
{
return UnitsInRange()
.Where(a => a.Owner != OriginalOwner && CanBeCapturedBy(a));
}
// TODO exclude other NeutralActor that aren't permanent
Actor GetInRange(Actor self)
{
return CaptorsInRange(self).ClosestTo(self);
}
int CountPlayersNear(Actor self, Player ignoreMe)
{
return CaptorsInRange(self).Select(a => a.Owner).Where(p => p != ignoreMe)
.Distinct().Count();
}
}
}