117 lines
3.3 KiB
C#
117 lines
3.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Makes the unit automatically run around when taking damage.")]
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class ScaredyCatInfo : TraitInfo, Requires<MobileInfo>
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{
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[Desc("Chance (out of 100) the unit has to enter panic mode when attacked.")]
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public readonly int PanicChance = 100;
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[Desc("How long (in ticks) the actor should panic for.")]
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public readonly int PanicDuration = 250;
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[Desc("Panic movement speed as a percentage of the normal speed.")]
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public readonly int PanicSpeedModifier = 200;
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[Desc("Chance (out of 100) the unit has to enter panic mode when attacking.")]
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public readonly int AttackPanicChance = 20;
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[Desc("The terrain types that this actor should avoid running on to while panicking.")]
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public readonly HashSet<string> AvoidTerrainTypes = new();
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[SequenceReference(prefix: true)]
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public readonly string PanicSequencePrefix = "panic-";
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public override object Create(ActorInitializer init) { return new ScaredyCat(init.Self, this); }
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}
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class ScaredyCat : ITick, INotifyIdle, INotifyDamage, INotifyAttack, ISpeedModifier, ISync, IRenderInfantrySequenceModifier
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{
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readonly ScaredyCatInfo info;
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readonly Mobile mobile;
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readonly Actor self;
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readonly Func<CPos, bool> avoidTerrainFilter;
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[Sync]
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int panicStartedTick;
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bool Panicking => panicStartedTick > 0;
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bool IRenderInfantrySequenceModifier.IsModifyingSequence => Panicking;
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string IRenderInfantrySequenceModifier.SequencePrefix => info.PanicSequencePrefix;
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public ScaredyCat(Actor self, ScaredyCatInfo info)
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{
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this.self = self;
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this.info = info;
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mobile = self.Trait<Mobile>();
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if (info.AvoidTerrainTypes.Count > 0)
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avoidTerrainFilter = c => info.AvoidTerrainTypes.Contains(self.World.Map.GetTerrainInfo(c).Type);
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}
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public void Panic()
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{
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if (!Panicking)
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self.CancelActivity();
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panicStartedTick = self.World.WorldTick;
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}
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void ITick.Tick(Actor self)
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{
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if (!Panicking)
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return;
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if (self.World.WorldTick >= panicStartedTick + info.PanicDuration)
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{
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self.CancelActivity();
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panicStartedTick = 0;
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}
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}
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void INotifyIdle.TickIdle(Actor self)
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{
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if (!Panicking)
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return;
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// Note: This is just a modified copy of Mobile.Nudge
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var cell = mobile.GetAdjacentCell(self.Location, avoidTerrainFilter);
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if (cell != null)
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self.QueueActivity(false, mobile.MoveTo(cell.Value, 0));
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}
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void INotifyDamage.Damaged(Actor self, AttackInfo e)
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{
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if (e.Damage.Value > 0 && self.World.SharedRandom.Next(100) < info.PanicChance)
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Panic();
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}
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void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel)
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{
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if (self.World.SharedRandom.Next(100) < info.AttackPanicChance)
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Panic();
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}
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void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel) { }
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int ISpeedModifier.GetSpeedModifier()
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{
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return Panicking ? info.PanicSpeedModifier : 100;
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}
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}
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}
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