154 lines
5.0 KiB
C#
154 lines
5.0 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;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Primitives;
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using OpenRA.Support;
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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("This actor can interact with TunnelEntrances to move through TerrainTunnels.")]
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public class EntersTunnelsInfo : ITraitInfo, Requires<IMoveInfo>, IObservesVariablesInfo
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{
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public readonly string EnterCursor = "enter";
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public readonly string EnterBlockedCursor = "enter-blocked";
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[VoiceReference]
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public readonly string Voice = "Action";
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[ConsumedConditionReference]
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[Desc("Boolean expression defining the condition under which the regular (non-force) enter cursor is disabled.")]
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public readonly BooleanExpression RequireForceMoveCondition = null;
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public object Create(ActorInitializer init) { return new EntersTunnels(init.Self, this); }
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}
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public class EntersTunnels : IIssueOrder, IResolveOrder, IOrderVoice, IObservesVariables
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{
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readonly EntersTunnelsInfo info;
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readonly IMove move;
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bool requireForceMove;
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public EntersTunnels(Actor self, EntersTunnelsInfo info)
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{
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this.info = info;
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move = self.Trait<IMove>();
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get
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{
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yield return new EnterTunnelOrderTargeter(info.EnterCursor, info.EnterBlockedCursor, CanEnterTunnel, _ => true);
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}
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}
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bool CanEnterTunnel(Actor target, TargetModifiers modifiers)
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{
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return !requireForceMove || modifiers.HasModifier(TargetModifiers.ForceMove);
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order.OrderID != "EnterTunnel")
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return null;
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return new Order(order.OrderID, self, target, queued) { SuppressVisualFeedback = true };
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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 == "EnterTunnel" ? info.Voice : null;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString != "EnterTunnel" || order.Target.Type != TargetType.Actor)
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return;
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var tunnel = order.Target.Actor.TraitOrDefault<TunnelEntrance>();
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if (tunnel == null || !tunnel.Exit.HasValue)
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return;
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self.QueueActivity(order.Queued, move.MoveTo(tunnel.Entrance, tunnel.NearEnough, targetLineColor: Color.Green));
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self.QueueActivity(move.MoveTo(tunnel.Exit.Value, tunnel.NearEnough, targetLineColor: Color.Green));
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self.ShowTargetLines();
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}
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IEnumerable<VariableObserver> IObservesVariables.GetVariableObservers()
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{
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if (info.RequireForceMoveCondition != null)
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yield return new VariableObserver(RequireForceMoveConditionChanged, info.RequireForceMoveCondition.Variables);
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}
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void RequireForceMoveConditionChanged(Actor self, IReadOnlyDictionary<string, int> conditions)
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{
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requireForceMove = info.RequireForceMoveCondition.Evaluate(conditions);
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}
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public class EnterTunnelOrderTargeter : UnitOrderTargeter
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{
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readonly string enterCursor;
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readonly string enterBlockedCursor;
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readonly Func<Actor, TargetModifiers, bool> canTarget;
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readonly Func<Actor, bool> useEnterCursor;
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public EnterTunnelOrderTargeter(string enterCursor, string enterBlockedCursor,
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Func<Actor, TargetModifiers, bool> canTarget, Func<Actor, bool> useEnterCursor)
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: base("EnterTunnel", 6, enterCursor, true, true)
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{
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this.enterCursor = enterCursor;
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this.enterBlockedCursor = enterBlockedCursor;
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this.canTarget = canTarget;
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this.useEnterCursor = useEnterCursor;
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}
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public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
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{
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if (target == null || target.IsDead || !canTarget(target, modifiers))
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return false;
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var tunnel = target.TraitOrDefault<TunnelEntrance>();
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if (tunnel == null)
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return false;
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// HACK: The engine does not support HiddenUnderFog combined with buildings that use the "_" footprint
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// We therefore have to use AlwaysVisible and then force-disable interacting with the entrance under shroud
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var buildingInfo = target.Info.TraitInfoOrDefault<BuildingInfo>();
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if (buildingInfo != null)
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{
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var footprint = buildingInfo.PathableTiles(target.Location);
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if (footprint.All(c => self.World.ShroudObscures(c)))
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return false;
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}
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if (!tunnel.Exit.HasValue)
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{
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cursor = enterBlockedCursor;
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return false;
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}
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cursor = useEnterCursor(target) ? enterCursor : enterBlockedCursor;
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return true;
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}
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public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
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{
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return CanTargetActor(self, target.Actor, modifiers, ref cursor);
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}
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}
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}
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}
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