188 lines
5.2 KiB
C#
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();
|
|
}
|
|
}
|
|
}
|