221 lines
6.9 KiB
C#
221 lines
6.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2019 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.Activities;
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using OpenRA.Mods.Common;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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public class TDGunboatInfo : ITraitInfo, IPositionableInfo, IFacingInfo, IMoveInfo, IActorPreviewInitInfo
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{
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public readonly int Speed = 28;
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[Desc("Facing to use when actor spawns. Only 64 and 192 supported.")]
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public readonly int InitialFacing = 64;
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[Desc("Facing to use for actor previews (map editor, color picker, etc). Only 64 and 192 supported.")]
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public readonly int PreviewFacing = 64;
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public virtual object Create(ActorInitializer init) { return new TDGunboat(init, this); }
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public int GetInitialFacing() { return InitialFacing; }
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IEnumerable<object> IActorPreviewInitInfo.ActorPreviewInits(ActorInfo ai, ActorPreviewType type)
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{
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yield return new FacingInit(PreviewFacing);
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}
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public IReadOnlyDictionary<CPos, SubCell> OccupiedCells(ActorInfo info, CPos location, SubCell subCell = SubCell.Any)
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{
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var occupied = new Dictionary<CPos, SubCell>() { { location, SubCell.FullCell } };
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return new ReadOnlyDictionary<CPos, SubCell>(occupied);
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}
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bool IOccupySpaceInfo.SharesCell { get { return false; } }
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// Used to determine if actor can spawn
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public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, bool checkTransientActors = false)
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{
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if (!world.Map.Contains(cell))
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return false;
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return true;
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}
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}
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public class TDGunboat : ITick, ISync, IFacing, IPositionable, IMove, IDeathActorInitModifier,
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INotifyCreated, INotifyAddedToWorld, INotifyRemovedFromWorld, IActorPreviewInitModifier
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{
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public readonly TDGunboatInfo Info;
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readonly Actor self;
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IEnumerable<int> speedModifiers;
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[Sync] public int Facing { get; set; }
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[Sync] public WPos CenterPosition { get; private set; }
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public CPos TopLeft { get { return self.World.Map.CellContaining(CenterPosition); } }
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// Isn't used anyway
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public int TurnSpeed { get { return 255; } }
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CPos cachedLocation;
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public TDGunboat(ActorInitializer init, TDGunboatInfo info)
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{
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Info = info;
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self = init.Self;
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if (init.Contains<LocationInit>())
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SetPosition(self, init.Get<LocationInit, CPos>());
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if (init.Contains<CenterPositionInit>())
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SetPosition(self, init.Get<CenterPositionInit, WPos>());
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Facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : Info.GetInitialFacing();
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// Prevent mappers from setting bogus facings
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if (Facing != 64 && Facing != 192)
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Facing = Facing > 127 ? 192 : 64;
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}
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void INotifyCreated.Created(Actor self)
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{
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speedModifiers = self.TraitsImplementing<ISpeedModifier>().ToArray().Select(sm => sm.GetSpeedModifier());
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cachedLocation = self.Location;
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}
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void INotifyAddedToWorld.AddedToWorld(Actor self)
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{
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self.World.AddToMaps(self, this);
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}
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void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
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{
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self.World.RemoveFromMaps(self, this);
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}
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void ITick.Tick(Actor self)
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{
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if (cachedLocation != self.Location)
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{
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// If the actor just left the map, switch facing
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if (!self.World.Map.Contains(self.Location))
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Turn();
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}
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cachedLocation = self.Location;
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SetVisualPosition(self, self.CenterPosition + MoveStep(Facing));
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}
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void Turn()
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{
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if (Facing == 64)
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Facing = 192;
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else
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Facing = 64;
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}
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int MovementSpeed
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{
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get { return Util.ApplyPercentageModifiers(Info.Speed, speedModifiers); }
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}
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public Pair<CPos, SubCell>[] OccupiedCells() { return new[] { Pair.New(TopLeft, SubCell.FullCell) }; }
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WVec MoveStep(int facing)
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{
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return MoveStep(MovementSpeed, facing);
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}
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WVec MoveStep(int speed, int facing)
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{
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var dir = new WVec(0, -1024, 0).Rotate(WRot.FromFacing(facing));
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return speed * dir / 1024;
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}
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void IDeathActorInitModifier.ModifyDeathActorInit(Actor self, TypeDictionary init)
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{
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init.Add(new FacingInit(Facing));
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}
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public bool CanExistInCell(CPos cell) { return true; }
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public bool IsLeavingCell(CPos location, SubCell subCell = SubCell.Any) { return false; }
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public bool CanEnterCell(CPos cell, Actor ignoreActor = null, bool checkTransientActors = false) { return true; }
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public SubCell GetValidSubCell(SubCell preferred) { return SubCell.Invalid; }
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public SubCell GetAvailableSubCell(CPos a, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, bool checkTransientActors = true)
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{
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// Does not use any subcell
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return SubCell.Invalid;
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}
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public void SetVisualPosition(Actor self, WPos pos) { SetPosition(self, pos); }
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public void SetPosition(Actor self, CPos cell, SubCell subCell = SubCell.Any)
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{
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SetPosition(self, self.World.Map.CenterOfCell(cell));
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}
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public void SetPosition(Actor self, WPos pos)
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{
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CenterPosition = pos;
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if (!self.IsInWorld)
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return;
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self.World.UpdateMaps(self, this);
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}
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public Activity MoveTo(CPos cell, int nearEnough) { return null; }
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public Activity MoveTo(CPos cell, Actor ignoreActor) { return null; }
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public Activity MoveWithinRange(Target target, WDist range,
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WPos? initialTargetPosition = null, Color? targetLineColor = null) { return null; }
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public Activity MoveWithinRange(Target target, WDist minRange, WDist maxRange,
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WPos? initialTargetPosition = null, Color? targetLineColor = null) { return null; }
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public Activity MoveFollow(Actor self, Target target, WDist minRange, WDist maxRange,
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WPos? initialTargetPosition = null, Color? targetLineColor = null) { return null; }
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public Activity MoveIntoWorld(Actor self, CPos cell, SubCell subCell = SubCell.Any) { return null; }
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public Activity MoveToTarget(Actor self, Target target,
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WPos? initialTargetPosition = null, Color? targetLineColor = null) { return null; }
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public Activity MoveIntoTarget(Actor self, Target target) { return null; }
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public Activity VisualMove(Actor self, WPos fromPos, WPos toPos) { return null; }
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public int EstimatedMoveDuration(Actor self, WPos fromPos, WPos toPos)
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{
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return (toPos - fromPos).Length / Info.Speed;
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}
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public CPos NearestMoveableCell(CPos cell) { return cell; }
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// Actors with TDGunboat always move
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public bool IsMoving { get { return true; } set { } }
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public bool IsMovingVertically { get { return false; } set { } }
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public bool CanEnterTargetNow(Actor self, Target target)
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{
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return false;
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}
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void IActorPreviewInitModifier.ModifyActorPreviewInit(Actor self, TypeDictionary inits)
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{
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if (!inits.Contains<DynamicFacingInit>() && !inits.Contains<FacingInit>())
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inits.Add(new DynamicFacingInit(() => Facing));
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}
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}
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}
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