Files
OpenRA/OpenRA.Mods.Common/Traits/Cloak.cs
2019-06-28 12:19:08 +02:00

254 lines
7.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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 System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Flags]
public enum UncloakType
{
None = 0,
Attack = 1,
Move = 2,
Unload = 4,
Infiltrate = 8,
Demolish = 16,
Damage = 32,
Heal = 64,
SelfHeal = 128,
Dock = 256
}
// Type tag for cloaktypes
public class CloakType { }
[Desc("This unit can cloak and uncloak in specific situations.")]
public class CloakInfo : PausableConditionalTraitInfo
{
[Desc("Measured in game ticks.")]
public readonly int InitialDelay = 10;
[Desc("Measured in game ticks.")]
public readonly int CloakDelay = 30;
[Desc("Events leading to the actor getting uncloaked. Possible values are: Attack, Move, Unload, Infiltrate, Demolish, Dock, Damage, Heal and SelfHeal.")]
public readonly UncloakType UncloakOn = UncloakType.Attack
| UncloakType.Unload | UncloakType.Infiltrate | UncloakType.Demolish | UncloakType.Dock;
public readonly string CloakSound = null;
public readonly string UncloakSound = null;
[PaletteReference("IsPlayerPalette")]
public readonly string Palette = "cloak";
public readonly bool IsPlayerPalette = false;
public readonly BitSet<CloakType> CloakTypes = new BitSet<CloakType>("Cloak");
[GrantedConditionReference]
[Desc("The condition to grant to self while cloaked.")]
public readonly string CloakedCondition = null;
public override object Create(ActorInitializer init) { return new Cloak(this); }
}
public class Cloak : PausableConditionalTrait<CloakInfo>, IRenderModifier, INotifyDamage, INotifyUnload, INotifyDemolition, INotifyInfiltration,
INotifyAttack, ITick, IVisibilityModifier, IRadarColorModifier, INotifyCreated, INotifyHarvesterAction
{
[Sync]
int remainingTime;
bool isDocking;
ConditionManager conditionManager;
Cloak[] otherCloaks;
CPos? lastPos;
bool wasCloaked = false;
bool firstTick = true;
int cloakedToken = ConditionManager.InvalidConditionToken;
public Cloak(CloakInfo info)
: base(info)
{
remainingTime = info.InitialDelay;
}
protected override void Created(Actor self)
{
conditionManager = self.TraitOrDefault<ConditionManager>();
otherCloaks = self.TraitsImplementing<Cloak>()
.Where(c => c != this)
.ToArray();
if (Cloaked)
{
wasCloaked = true;
if (conditionManager != null && cloakedToken == ConditionManager.InvalidConditionToken && !string.IsNullOrEmpty(Info.CloakedCondition))
cloakedToken = conditionManager.GrantCondition(self, Info.CloakedCondition);
}
base.Created(self);
}
public bool Cloaked { get { return !IsTraitDisabled && !IsTraitPaused && remainingTime <= 0; } }
public void Uncloak() { Uncloak(Info.CloakDelay); }
public void Uncloak(int time) { remainingTime = Math.Max(remainingTime, time); }
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel) { if (Info.UncloakOn.HasFlag(UncloakType.Attack)) Uncloak(); }
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
void INotifyDamage.Damaged(Actor self, AttackInfo e)
{
if (e.Damage.Value == 0)
return;
var type = e.Damage.Value < 0
? (e.Attacker == self ? UncloakType.SelfHeal : UncloakType.Heal)
: UncloakType.Damage;
if (Info.UncloakOn.HasFlag(type))
Uncloak();
}
IEnumerable<IRenderable> IRenderModifier.ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
{
if (remainingTime > 0 || IsTraitDisabled || IsTraitPaused)
return r;
if (Cloaked && IsVisible(self, self.World.RenderPlayer))
{
var palette = string.IsNullOrEmpty(Info.Palette) ? null : Info.IsPlayerPalette ? wr.Palette(Info.Palette + self.Owner.InternalName) : wr.Palette(Info.Palette);
if (palette == null)
return r;
else
return r.Select(a => a.IsDecoration ? a : a.WithPalette(palette));
}
else
return SpriteRenderable.None;
}
IEnumerable<Rectangle> IRenderModifier.ModifyScreenBounds(Actor self, WorldRenderer wr, IEnumerable<Rectangle> bounds)
{
return bounds;
}
void ITick.Tick(Actor self)
{
if (!IsTraitDisabled && !IsTraitPaused)
{
if (remainingTime > 0 && !isDocking)
remainingTime--;
if (Info.UncloakOn.HasFlag(UncloakType.Move) && (lastPos == null || lastPos.Value != self.Location))
{
Uncloak();
lastPos = self.Location;
}
}
var isCloaked = Cloaked;
if (isCloaked && !wasCloaked)
{
if (conditionManager != null && cloakedToken == ConditionManager.InvalidConditionToken && !string.IsNullOrEmpty(Info.CloakedCondition))
cloakedToken = conditionManager.GrantCondition(self, Info.CloakedCondition);
// Sounds shouldn't play if the actor starts cloaked
if (!(firstTick && Info.InitialDelay == 0) && !otherCloaks.Any(a => a.Cloaked))
Game.Sound.Play(SoundType.World, Info.CloakSound, self.CenterPosition);
}
else if (!isCloaked && wasCloaked)
{
if (cloakedToken != ConditionManager.InvalidConditionToken)
cloakedToken = conditionManager.RevokeCondition(self, cloakedToken);
if (!(firstTick && Info.InitialDelay == 0) && !otherCloaks.Any(a => a.Cloaked))
Game.Sound.Play(SoundType.World, Info.UncloakSound, self.CenterPosition);
}
wasCloaked = isCloaked;
firstTick = false;
}
protected override void TraitEnabled(Actor self)
{
remainingTime = Info.InitialDelay;
}
protected override void TraitDisabled(Actor self) { Uncloak(); }
public bool IsVisible(Actor self, Player viewer)
{
if (!Cloaked || self.Owner.IsAlliedWith(viewer))
return true;
return self.World.ActorsWithTrait<DetectCloaked>().Any(a => a.Actor.Owner.IsAlliedWith(viewer)
&& Info.CloakTypes.Overlaps(a.Trait.Info.CloakTypes)
&& (self.CenterPosition - a.Actor.CenterPosition).LengthSquared <= a.Trait.Range.LengthSquared);
}
Color IRadarColorModifier.RadarColorOverride(Actor self, Color color)
{
if (self.Owner == self.World.LocalPlayer && Cloaked)
color = Color.FromArgb(128, color);
return color;
}
void INotifyHarvesterAction.MovingToResources(Actor self, CPos targetCell, Activity next) { }
void INotifyHarvesterAction.MovingToRefinery(Actor self, Actor refineryActor, Activity next) { }
void INotifyHarvesterAction.MovementCancelled(Actor self) { }
void INotifyHarvesterAction.Harvested(Actor self, ResourceType resource) { }
void INotifyHarvesterAction.Docked()
{
if (Info.UncloakOn.HasFlag(UncloakType.Dock))
{
isDocking = true;
Uncloak();
}
}
void INotifyHarvesterAction.Undocked()
{
isDocking = false;
}
void INotifyUnload.Unloading(Actor self)
{
if (Info.UncloakOn.HasFlag(UncloakType.Unload))
Uncloak();
}
void INotifyDemolition.Demolishing(Actor self)
{
if (Info.UncloakOn.HasFlag(UncloakType.Demolish))
Uncloak();
}
void INotifyInfiltration.Infiltrating(Actor self)
{
if (Info.UncloakOn.HasFlag(UncloakType.Infiltrate))
Uncloak();
}
}
}