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OpenRA/OpenRA.Mods.Cnc/Traits/Chronoshiftable.cs
RoosterDragon ac0969d688 Use nameof instead of hardcoded strings in reflection calls.
This helps improve the safety of code the uses reflection when methods may get renamed, and helps navigating code as the nameof will show up when searching for references to members.
2022-04-14 19:58:15 +02:00

201 lines
6.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Mods.Cnc.Activities;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
[Desc("Can be teleported via Chronoshift power.")]
public class ChronoshiftableInfo : ConditionalTraitInfo
{
[Desc("Should the actor die instead of being teleported?")]
public readonly bool ExplodeInstead = false;
[Desc("Types of damage that this trait causes to self when 'ExplodeInstead' is true",
"or the return-to-origin is blocked. Leave empty for no damage types.")]
public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
public readonly string ChronoshiftSound = "chrono2.aud";
[Desc("Should the actor return to its previous location after the chronoshift wore out?")]
public readonly bool ReturnToOrigin = true;
[Desc("The color the bar of the 'return-to-origin' logic has.")]
public readonly Color TimeBarColor = Color.White;
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
if (!ai.HasTraitInfo<MobileInfo>() && !ai.HasTraitInfo<HuskInfo>())
throw new YamlException("Chronoshiftable requires actors to have the Mobile or Husk traits.");
}
public override object Create(ActorInitializer init) { return new Chronoshiftable(init, this); }
}
public class Chronoshiftable : ConditionalTrait<ChronoshiftableInfo>, ITick, ISync, ISelectionBar,
IDeathActorInitModifier, ITransformActorInitModifier
{
readonly Actor self;
Actor chronosphere;
bool killCargo;
int duration;
IPositionable iPositionable;
// Return-to-origin logic
[Sync]
public CPos Origin;
[Sync]
public int ReturnTicks = 0;
public Chronoshiftable(ActorInitializer init, ChronoshiftableInfo info)
: base(info)
{
self = init.Self;
var returnInit = init.GetOrDefault<ChronoshiftReturnInit>();
if (returnInit != null)
{
ReturnTicks = returnInit.Ticks;
duration = returnInit.Duration;
Origin = returnInit.Origin;
// Defer to the end of tick as the lazy value may reference an actor that hasn't been created yet
if (returnInit.Chronosphere != null)
init.World.AddFrameEndTask(w => chronosphere = returnInit.Chronosphere.Actor(init.World).Value);
}
}
void ITick.Tick(Actor self)
{
if (IsTraitDisabled || !Info.ReturnToOrigin || ReturnTicks <= 0)
return;
// Return to original location
if (--ReturnTicks == 0)
{
// The Move activity is not immediately cancelled, which, combined
// with Activity.Cancel discarding NextActivity without checking the
// IsInterruptable flag, means that a well timed order can cancel the
// Teleport activity queued below - an exploit / cheat of the return mechanic.
// The Teleport activity queued below is guaranteed to either complete
// (force-resetting the actor to the middle of the target cell) or kill
// the actor. It is therefore safe to force-erase the Move activity to
// work around the cancellation bug.
// HACK: this is manipulating private internal actor state
if (self.CurrentActivity is Move)
typeof(Actor).GetProperty(nameof(Actor.CurrentActivity)).SetValue(self, null);
// The actor is killed using Info.DamageTypes if the teleport fails
self.QueueActivity(false, new Teleport(chronosphere ?? self, Origin, null, true, killCargo, Info.ChronoshiftSound,
false, true, Info.DamageTypes));
}
}
protected override void Created(Actor self)
{
iPositionable = self.TraitOrDefault<IPositionable>();
base.Created(self);
}
// Can't be used in synced code, except with ignoreVis.
public virtual bool CanChronoshiftTo(Actor self, CPos targetLocation)
{
// TODO: Allow enemy units to be chronoshifted into bad terrain to kill them
return !IsTraitDisabled && iPositionable != null && iPositionable.CanEnterCell(targetLocation);
}
public virtual bool Teleport(Actor self, CPos targetLocation, int duration, bool killCargo, Actor chronosphere)
{
if (IsTraitDisabled)
return false;
// Some things appear chronoshiftable, but instead they just die.
if (Info.ExplodeInstead)
{
self.World.AddFrameEndTask(w =>
{
// Damage is inflicted by the chronosphere
if (!self.Disposed)
self.Kill(chronosphere, Info.DamageTypes);
});
return true;
}
// Set up return-to-origin info
// If this actor is already counting down to return to
// an existing location then we shouldn't override it
if (ReturnTicks <= 0)
{
Origin = self.Location;
ReturnTicks = duration;
}
this.duration = duration;
this.chronosphere = chronosphere;
this.killCargo = killCargo;
// Set up the teleport
self.QueueActivity(false, new Teleport(chronosphere, targetLocation, null, killCargo, true, Info.ChronoshiftSound));
return true;
}
// Show the remaining time as a bar
float ISelectionBar.GetValue()
{
if (IsTraitDisabled || !Info.ReturnToOrigin)
return 0f;
// Otherwise an empty bar is rendered all the time
if (ReturnTicks == 0 || !self.Owner.IsAlliedWith(self.World.RenderPlayer))
return 0f;
return (float)ReturnTicks / duration;
}
Color ISelectionBar.GetColor() { return Info.TimeBarColor; }
bool ISelectionBar.DisplayWhenEmpty => false;
void ModifyActorInit(TypeDictionary init)
{
if (IsTraitDisabled || !Info.ReturnToOrigin || ReturnTicks <= 0)
return;
init.Add(new ChronoshiftReturnInit(ReturnTicks, duration, Origin, chronosphere));
}
void IDeathActorInitModifier.ModifyDeathActorInit(Actor self, TypeDictionary init) { ModifyActorInit(init); }
void ITransformActorInitModifier.ModifyTransformActorInit(Actor self, TypeDictionary init) { ModifyActorInit(init); }
}
public class ChronoshiftReturnInit : CompositeActorInit, ISingleInstanceInit
{
public readonly int Ticks;
public readonly int Duration;
public readonly CPos Origin;
public readonly ActorInitActorReference Chronosphere;
public ChronoshiftReturnInit(int ticks, int duration, CPos origin, Actor chronosphere)
{
Ticks = ticks;
Duration = duration;
Origin = origin;
Chronosphere = chronosphere;
}
}
}