156 lines
5.1 KiB
C#
156 lines
5.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 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.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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class GrantExternalConditionPowerInfo : SupportPowerInfo
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{
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[FieldLoader.Require]
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[Desc("The condition to apply. Must be included in the target actor's ExternalConditions list.")]
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public readonly string Condition = null;
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[Desc("Duration of the upgrade (in ticks). Set to 0 for a permanent condition.")]
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public readonly int Duration = 0;
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[Desc("Cells - affects whole cells only")]
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public readonly int Range = 1;
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[Desc("Sound to instantly play at the targeted area.")]
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public readonly string OnFireSound = null;
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[SequenceReference, Desc("Sequence to play for granting actor when activated.",
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"This requires the actor to have the WithSpriteBody trait or one of its derivatives.")]
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public readonly string Sequence = "active";
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public override object Create(ActorInitializer init) { return new GrantExternalConditionPower(init.Self, this); }
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}
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class GrantExternalConditionPower : SupportPower
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{
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readonly GrantExternalConditionPowerInfo info;
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public GrantExternalConditionPower(Actor self, GrantExternalConditionPowerInfo info)
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: base(self, info)
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{
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this.info = info;
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}
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public override void SelectTarget(Actor self, string order, SupportPowerManager manager)
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{
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Game.Sound.PlayToPlayer(SoundType.World, manager.Self.Owner, Info.SelectTargetSound);
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self.World.OrderGenerator = new SelectConditionTarget(Self.World, order, manager, this);
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}
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public override void Activate(Actor self, Order order, SupportPowerManager manager)
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{
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base.Activate(self, order, manager);
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var wsb = self.TraitOrDefault<WithSpriteBody>();
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if (wsb != null && wsb.DefaultAnimation.HasSequence(info.Sequence))
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wsb.PlayCustomAnimation(self, info.Sequence, () => wsb.CancelCustomAnimation(self));
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Game.Sound.Play(SoundType.World, info.OnFireSound, self.World.Map.CenterOfCell(order.TargetLocation));
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foreach (var a in UnitsInRange(order.TargetLocation))
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{
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var cm = a.TraitOrDefault<ConditionManager>();
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// Condition token is ignored because we never revoke this condition.
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if (cm != null)
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cm.GrantCondition(a, info.Condition, true, info.Duration);
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}
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}
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public IEnumerable<Actor> UnitsInRange(CPos xy)
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{
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var range = info.Range;
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var tiles = Self.World.Map.FindTilesInCircle(xy, range);
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var units = new List<Actor>();
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foreach (var t in tiles)
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units.AddRange(Self.World.ActorMap.GetActorsAt(t));
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return units.Distinct().Where(a =>
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{
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if (!a.Owner.IsAlliedWith(Self.Owner))
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return false;
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var cm = a.TraitOrDefault<ConditionManager>();
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return cm != null && cm.AcceptsExternalCondition(a, info.Condition);
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});
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}
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class SelectConditionTarget : IOrderGenerator
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{
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readonly GrantExternalConditionPower power;
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readonly int range;
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readonly Sprite tile;
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readonly SupportPowerManager manager;
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readonly string order;
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public SelectUpgradeTarget(World world, string order, SupportPowerManager manager, GrantExternalConditionPower power)
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{
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// Clear selection if using Left-Click Orders
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if (Game.Settings.Game.UseClassicMouseStyle)
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manager.Self.World.Selection.Clear();
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this.manager = manager;
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this.order = order;
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this.power = power;
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range = power.info.Range;
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tile = world.Map.Rules.Sequences.GetSequence("overlay", "target-select").GetSprite(0);
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}
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public IEnumerable<Order> Order(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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world.CancelInputMode();
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if (mi.Button == MouseButton.Left && power.UnitsInRange(cell).Any())
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yield return new Order(order, manager.Self, false) { TargetLocation = cell, SuppressVisualFeedback = true };
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}
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public void Tick(World world)
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{
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// Cancel the OG if we can't use the power
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if (!manager.Powers.ContainsKey(order))
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world.CancelInputMode();
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}
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public IEnumerable<IRenderable> RenderAboveShroud(WorldRenderer wr, World world)
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{
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var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
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foreach (var unit in power.UnitsInRange(xy))
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yield return new SelectionBoxRenderable(unit, Color.Red);
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World world)
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{
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var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
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var pal = wr.Palette(TileSet.TerrainPaletteInternalName);
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foreach (var t in world.Map.FindTilesInCircle(xy, range))
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yield return new SpriteRenderable(tile, wr.World.Map.CenterOfCell(t), WVec.Zero, -511, pal, 1f, true);
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}
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public string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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return power.UnitsInRange(cell).Any() ? "ability" : "move-blocked";
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}
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}
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}
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}
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