Files
OpenRA/OpenRA.Mods.RA/ProximityCapturable.cs
2010-12-23 14:25:39 +13:00

188 lines
5.2 KiB
C#

using System.Linq;
using OpenRA.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class ProximityCapturableInfo : ITraitInfo
{
public readonly bool Permanent = false;
public readonly int Range = 5;
public readonly bool MustBeClear = false;
public object Create(ActorInitializer init) { return new ProximityCapturable(init.self, this); }
}
public class ProximityCapturable : ITick
{
[Sync]
public Player Owner { get { return Captured ? Self.Owner : OriginalOwner; } }
[Sync]
public readonly Player OriginalOwner;
public ProximityCapturableInfo Info;
[Sync]
public int Range;
[Sync]
public bool Permanent;
[Sync]
public bool Captured = false;
[Sync]
public bool MustBeClear = false;
public Actor Self;
public ProximityCapturable(Actor self, ProximityCapturableInfo info)
{
Info = info;
Range = info.Range;
Permanent = info.Permanent;
MustBeClear = info.MustBeClear;
Self = self;
OriginalOwner = self.Owner;
}
public void Tick(Actor self)
{
if (Captured && Permanent) return; // Permanent capture
//var playersNear = CountPlayersNear(self, OriginalOwner, Range);
if (!Captured)
{
var captor = GetInRange(self, OriginalOwner, Range);
if (captor != null)
{
if (MustBeClear && !IsClear(self, captor.Owner, Range, OriginalOwner)) return;
ChangeOwnership(self, captor, OriginalOwner);
}
return;
}
// if the area must be clear, and there is more than 1 player nearby => return ownership to default
if (MustBeClear && !IsClear(self, Owner, Range, OriginalOwner))
{
// Revert Ownership
ChangeOwnership(self, Owner, OriginalOwner);
return;
}
// See if the 'temporary' owner still is in range
if (!IsStillInRange(self, self.Owner, Range))
{
// no.. So find a new one
var captor = GetInRange(self, OriginalOwner, Range);
if (captor != null) // got one
{
ChangeOwnership(self, captor, Owner);
return;
}
// Revert Ownership otherwise
ChangeOwnership(self, Owner, OriginalOwner);
}
}
private void ChangeOwnership(Actor self, Player previousOwner, Player originalOwner)
{
self.World.AddFrameEndTask(w =>
{
if (self.Destroyed) return;
// momentarily remove from world so the ownership queries don't get confused
w.Remove(self);
self.Owner = originalOwner;
w.Add(self);
if (self.Owner == self.World.LocalPlayer)
w.Add(new FlashTarget(self));
Captured = false;
foreach (var t in self.TraitsImplementing<INotifyCapture>())
t.OnCapture(self, self, previousOwner, self.Owner);
});
}
private void ChangeOwnership(Actor self, Actor captor, Player previousOwner)
{
self.World.AddFrameEndTask(w =>
{
if (self.Destroyed || (captor.Destroyed || !captor.IsInWorld)) return;
// momentarily remove from world so the ownership queries don't get confused
w.Remove(self);
self.Owner = captor.Owner;
w.Add(self);
if (self.Owner == self.World.LocalPlayer)
w.Add(new FlashTarget(self));
Captured = true;
foreach (var t in self.TraitsImplementing<INotifyCapture>())
t.OnCapture(self, captor, previousOwner, self.Owner);
});
}
static bool AreMutualAllies(Player a, Player b)
{
return a.Stances[b] == Stance.Ally &&
b.Stances[a] == Stance.Ally;
}
public static bool IsClear(Actor self, Player currentOwner, int range, Player originalOwner)
{
var unitsInRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
return unitsInRange.Where(a => !a.Destroyed && a.IsInWorld && a != self && !a.Owner.NonCombatant && a.Owner != originalOwner)
.Where(a => a.Owner != currentOwner).All(a => AreMutualAllies(a.Owner, currentOwner));
}
// TODO exclude other NeutralActor that arent permanent
public static bool IsStillInRange(Actor self, Player currentOwner, int range)
{
var unitsInRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
return unitsInRange
.Where(a => a.Owner == currentOwner && !a.Destroyed && a.IsInWorld && a != self)
.Any();
}
// TODO exclude other NeutralActor that arent permanent
public static Actor GetInRange(Actor self, Player originalOwner, int range)
{
var unitsInRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
return unitsInRange
.Where(a => a.Owner != originalOwner && !a.Destroyed && a.IsInWorld && a != self)
.Where(a => !a.Owner.PlayerRef.OwnsWorld)
.Where(a => !a.Owner.PlayerRef.NonCombatant)
.OrderBy(a => (a.CenterLocation - self.CenterLocation).LengthSquared)
.FirstOrDefault();
}
public static int CountPlayersNear(Actor self, Player ignoreMe, int range)
{
var unitsInRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
return unitsInRange
.Where(a => a.Owner != ignoreMe && !a.Destroyed && a.IsInWorld && a != self)
.Where(a => !a.Owner.PlayerRef.OwnsWorld)
.Where(a => !a.Owner.PlayerRef.NonCombatant)
.Select(a => a.Owner)
.Distinct()
.Count();
}
}
}