340 lines
9.9 KiB
C#
340 lines
9.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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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.Collections.Generic;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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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("Grants a condition when a deploy order is issued." +
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"Can be paused with the granted condition to disable undeploying.")]
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public class GrantConditionOnDeployInfo : PausableConditionalTraitInfo, IEditorActorOptions
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{
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[GrantedConditionReference]
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[Desc("The condition to grant while the actor is undeployed.")]
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public readonly string UndeployedCondition = null;
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[FieldLoader.Require]
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[GrantedConditionReference]
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[Desc("The condition to grant after deploying and revoke before undeploying.")]
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public readonly string DeployedCondition = null;
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[Desc("The terrain types that this actor can deploy on. Leave empty to allow any.")]
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public readonly HashSet<string> AllowedTerrainTypes = new HashSet<string>();
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[Desc("Can this actor deploy on slopes?")]
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public readonly bool CanDeployOnRamps = false;
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[Desc("Cursor to display when able to (un)deploy the actor.")]
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public readonly string DeployCursor = "deploy";
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[Desc("Cursor to display when unable to (un)deploy the actor.")]
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public readonly string DeployBlockedCursor = "deploy-blocked";
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[Desc("Facing that the actor must face before deploying. Leave undefined to deploy regardless of facing.")]
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public readonly WAngle? Facing = null;
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[Desc("Play a randomly selected sound from this list when deploying.")]
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public readonly string[] DeploySounds = null;
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[Desc("Play a randomly selected sound from this list when undeploying.")]
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public readonly string[] UndeploySounds = null;
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[Desc("Skip make/deploy animation?")]
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public readonly bool SkipMakeAnimation = false;
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[Desc("Undeploy before the actor tries to move?")]
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public readonly bool UndeployOnMove = false;
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[Desc("Undeploy before the actor is picked up by a Carryall?")]
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public readonly bool UndeployOnPickup = false;
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[VoiceReference]
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public readonly string Voice = "Action";
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[Desc("Display order for the deployed checkbox in the map editor")]
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public readonly int EditorDeployedDisplayOrder = 4;
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IEnumerable<EditorActorOption> IEditorActorOptions.ActorOptions(ActorInfo ai, World world)
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{
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yield return new EditorActorCheckbox("Deployed", EditorDeployedDisplayOrder,
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actor =>
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{
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var init = actor.GetInitOrDefault<DeployStateInit>();
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if (init != null)
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return init.Value == DeployState.Deployed;
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return false;
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},
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(actor, value) =>
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{
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actor.ReplaceInit(new DeployStateInit(value ? DeployState.Deployed : DeployState.Undeployed));
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});
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}
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public override object Create(ActorInitializer init) { return new GrantConditionOnDeploy(init, this); }
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}
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public enum DeployState { Undeployed, Deploying, Deployed, Undeploying }
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public class GrantConditionOnDeploy : PausableConditionalTrait<GrantConditionOnDeployInfo>, IResolveOrder, IIssueOrder,
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INotifyDeployComplete, IIssueDeployOrder, IOrderVoice, IWrapMove, IDelayCarryallPickup
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{
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readonly Actor self;
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readonly bool checkTerrainType;
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DeployState deployState;
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INotifyDeployTriggered[] notify;
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int deployedToken = Actor.InvalidConditionToken;
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int undeployedToken = Actor.InvalidConditionToken;
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public DeployState DeployState { get { return deployState; } }
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public GrantConditionOnDeploy(ActorInitializer init, GrantConditionOnDeployInfo info)
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: base(info)
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{
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self = init.Self;
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checkTerrainType = info.AllowedTerrainTypes.Count > 0;
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deployState = init.GetValue<DeployStateInit, DeployState>(DeployState.Undeployed);
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}
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protected override void Created(Actor self)
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{
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notify = self.TraitsImplementing<INotifyDeployTriggered>().ToArray();
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base.Created(self);
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if (Info.Facing.HasValue && deployState != DeployState.Undeployed)
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{
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var facing = self.TraitOrDefault<IFacing>();
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if (facing != null)
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facing.Facing = Info.Facing.Value;
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}
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switch (deployState)
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{
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case DeployState.Undeployed:
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OnUndeployCompleted();
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break;
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case DeployState.Deploying:
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Deploy(true);
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break;
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case DeployState.Deployed:
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OnDeployCompleted();
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break;
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case DeployState.Undeploying:
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Undeploy(true);
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break;
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}
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}
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Activity IWrapMove.WrapMove(Activity moveInner)
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{
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// Note: We can't assume anything about the current deploy state
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// because WrapMove may be called for a queued order
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if (!Info.UndeployOnMove)
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return moveInner;
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var activity = new DeployForGrantedCondition(self, this, true);
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activity.Queue(moveInner);
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return activity;
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}
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bool IDelayCarryallPickup.TryLockForPickup(Actor self, Actor carrier)
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{
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if (!Info.UndeployOnPickup || deployState == DeployState.Undeployed || IsTraitDisabled)
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return true;
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if (deployState == DeployState.Deployed && !IsTraitPaused)
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Undeploy();
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return false;
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}
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IEnumerable<IOrderTargeter> IIssueOrder.Orders
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{
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get
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{
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if (!IsTraitDisabled)
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yield return new DeployOrderTargeter("GrantConditionOnDeploy", 5,
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() => CanDeploy() ? Info.DeployCursor : Info.DeployBlockedCursor);
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}
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued)
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{
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if (order.OrderID == "GrantConditionOnDeploy")
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return new Order(order.OrderID, self, target, queued);
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return null;
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}
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Order IIssueDeployOrder.IssueDeployOrder(Actor self, bool queued)
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{
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return new Order("GrantConditionOnDeploy", self, queued);
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}
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bool IIssueDeployOrder.CanIssueDeployOrder(Actor self, bool queued) { return !IsTraitPaused && !IsTraitDisabled; }
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public void ResolveOrder(Actor self, Order order)
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{
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if (IsTraitDisabled || IsTraitPaused)
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return;
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if (order.OrderString != "GrantConditionOnDeploy")
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return;
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self.QueueActivity(order.Queued, new DeployForGrantedCondition(self, this));
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "GrantConditionOnDeploy" ? Info.Voice : null;
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}
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bool CanDeploy()
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{
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if (IsTraitPaused || IsTraitDisabled)
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return false;
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return IsValidTerrain(self.Location) || (deployState == DeployState.Deployed);
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}
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public bool IsValidTerrain(CPos location)
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{
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return IsValidTerrainType(location) && IsValidRampType(location);
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}
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bool IsValidTerrainType(CPos location)
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{
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if (!self.World.Map.Contains(location))
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return false;
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if (!checkTerrainType)
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return true;
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var terrainType = self.World.Map.GetTerrainInfo(location).Type;
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return Info.AllowedTerrainTypes.Contains(terrainType);
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}
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bool IsValidRampType(CPos location)
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{
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if (Info.CanDeployOnRamps)
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return true;
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var map = self.World.Map;
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return !map.Ramp.Contains(location) || map.Ramp[location] == 0;
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}
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void INotifyDeployComplete.FinishedDeploy(Actor self)
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{
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OnDeployCompleted();
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}
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void INotifyDeployComplete.FinishedUndeploy(Actor self)
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{
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OnUndeployCompleted();
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}
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/// <summary>Play deploy sound and animation.</summary>
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public void Deploy() { Deploy(false); }
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void Deploy(bool init)
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{
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// Something went wrong, most likely due to deploy order spam and the fact that this is a delayed action.
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if (!init && deployState != DeployState.Undeployed)
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return;
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if (!IsValidTerrain(self.Location))
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return;
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if (Info.DeploySounds != null && Info.DeploySounds.Any())
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Game.Sound.Play(SoundType.World, Info.DeploySounds, self.World, self.CenterPosition);
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// Revoke condition that is applied while undeployed.
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if (!init)
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OnDeployStarted();
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// If there is no animation to play just grant the condition that is used while deployed.
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// Alternatively, play the deploy animation and then grant the condition.
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if (!notify.Any())
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OnDeployCompleted();
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else
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foreach (var n in notify)
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n.Deploy(self, Info.SkipMakeAnimation);
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}
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/// <summary>Play undeploy sound and animation and after that revoke the condition.</summary>
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public void Undeploy() { Undeploy(false); }
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void Undeploy(bool init)
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{
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// Something went wrong, most likely due to deploy order spam and the fact that this is a delayed action.
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if (!init && deployState != DeployState.Deployed)
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return;
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if (Info.UndeploySounds != null && Info.UndeploySounds.Any())
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Game.Sound.Play(SoundType.World, Info.UndeploySounds, self.World, self.CenterPosition);
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if (!init)
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OnUndeployStarted();
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// If there is no animation to play just grant the condition that is used while undeployed.
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// Alternatively, play the undeploy animation and then grant the condition.
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if (!notify.Any())
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OnUndeployCompleted();
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else
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foreach (var n in notify)
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n.Undeploy(self, Info.SkipMakeAnimation);
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}
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void OnDeployStarted()
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{
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if (undeployedToken != Actor.InvalidConditionToken)
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undeployedToken = self.RevokeCondition(undeployedToken);
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deployState = DeployState.Deploying;
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}
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void OnDeployCompleted()
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{
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if (deployedToken == Actor.InvalidConditionToken)
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deployedToken = self.GrantCondition(Info.DeployedCondition);
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deployState = DeployState.Deployed;
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}
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void OnUndeployStarted()
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{
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if (deployedToken != Actor.InvalidConditionToken)
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deployedToken = self.RevokeCondition(deployedToken);
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deployState = DeployState.Deploying;
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}
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void OnUndeployCompleted()
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{
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if (undeployedToken == Actor.InvalidConditionToken)
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undeployedToken = self.GrantCondition(Info.UndeployedCondition);
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deployState = DeployState.Undeployed;
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}
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}
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public class DeployStateInit : ValueActorInit<DeployState>, ISingleInstanceInit
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{
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public DeployStateInit(DeployState value)
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: base(value) { }
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}
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}
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