156 lines
4.6 KiB
C#
156 lines
4.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.D2k.Traits
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{
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class SandwormInfo : WandersInfo, Requires<MobileInfo>, Requires<WithSpriteBodyInfo>, Requires<AttackBaseInfo>
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{
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[Desc("Time between rescanning for targets (in ticks).")]
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public readonly int TargetRescanInterval = 32;
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[Desc("The radius in which the worm \"searches\" for targets.")]
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public readonly WDist MaxSearchRadius = WDist.FromCells(27);
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[Desc("The range at which the worm launches an attack regardless of noise levels.")]
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public readonly WDist IgnoreNoiseAttackRange = WDist.FromCells(3);
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[Desc("The chance this actor has of disappearing after it attacks (in %).")]
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public readonly int ChanceToDisappear = 80;
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[Desc("Name of the sequence that is used when the actor is idle or moving (not attacking).")]
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[SequenceReference] public readonly string IdleSequence = "idle";
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[Desc("Name of the sequence that is used when the actor is attacking.")]
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[SequenceReference] public readonly string MouthSequence = "mouth";
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[Desc("Name of the sequence that is used when the actor is burrowed.")]
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[SequenceReference] public readonly string BurrowedSequence = "burrowed";
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public override object Create(ActorInitializer init) { return new Sandworm(init.Self, this); }
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}
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class Sandworm : Wanders, ITick, INotifyActorDisposing
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{
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public readonly SandwormInfo Info;
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readonly WormManager manager;
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readonly Mobile mobile;
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readonly WithSpriteBody withSpriteBody;
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readonly AttackBase attackTrait;
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public bool IsMovingTowardTarget { get; private set; }
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public bool IsAttacking;
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int targetCountdown;
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public Sandworm(Actor self, SandwormInfo info)
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: base(self, info)
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{
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Info = info;
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mobile = self.Trait<Mobile>();
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withSpriteBody = self.Trait<WithSpriteBody>();
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attackTrait = self.Trait<AttackBase>();
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manager = self.World.WorldActor.Trait<WormManager>();
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}
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public override void OnBecomingIdle(Actor self)
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{
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if (withSpriteBody.DefaultAnimation.CurrentSequence.Name != Info.IdleSequence)
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withSpriteBody.DefaultAnimation.PlayRepeating(Info.IdleSequence);
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base.OnBecomingIdle(self);
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}
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public override void DoAction(Actor self, CPos targetCell)
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{
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IsMovingTowardTarget = false;
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RescanForTargets(self);
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if (IsMovingTowardTarget)
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return;
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self.QueueActivity(mobile.MoveWithinRange(Target.FromCell(self.World, targetCell, SubCell.Any), WDist.FromCells(1)));
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}
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public void Tick(Actor self)
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{
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if (--targetCountdown > 0 || IsAttacking || !self.IsInWorld)
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return;
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RescanForTargets(self);
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}
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void RescanForTargets(Actor self)
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{
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targetCountdown = Info.TargetRescanInterval;
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// If close enough, we don't care about other actors.
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var target = self.World.FindActorsInCircle(self.CenterPosition, Info.IgnoreNoiseAttackRange).FirstOrDefault(x => x.HasTrait<AttractsWorms>());
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if (target != null)
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{
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self.CancelActivity();
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attackTrait.ResolveOrder(self, new Order("Attack", target, true) { TargetActor = target });
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return;
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}
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Func<Actor, bool> isValidTarget = a =>
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{
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if (!a.HasTrait<AttractsWorms>())
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return false;
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return mobile.CanEnterCell(a.Location, null, false);
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};
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var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, Info.MaxSearchRadius)
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.Where(isValidTarget).SelectMany(a => a.TraitsImplementing<AttractsWorms>());
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var noiseDirection = actorsInRange.Aggregate(WVec.Zero, (a, b) => a + b.AttractionAtPosition(self.CenterPosition));
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// No target was found
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if (noiseDirection == WVec.Zero)
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return;
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var moveTo = self.World.Map.CellContaining(self.CenterPosition + noiseDirection);
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while (!self.World.Map.Contains(moveTo) || !mobile.CanEnterCell(moveTo, null, false))
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{
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noiseDirection /= 2;
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moveTo = self.World.Map.CellContaining(self.CenterPosition + noiseDirection);
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}
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// Don't get stuck when the noise is distributed evenly! This will make the worm wander instead of trying to move to where it already is
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if (moveTo == self.Location)
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{
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self.CancelActivity();
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return;
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}
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self.QueueActivity(false, mobile.MoveTo(moveTo, 3));
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IsMovingTowardTarget = true;
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}
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bool disposed;
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public void Disposing(Actor self)
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{
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if (disposed)
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return;
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manager.DecreaseWormCount();
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disposed = true;
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}
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}
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} |