Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithInfantryBody.cs

226 lines
7.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
public class WithInfantryBodyInfo : ConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<IMoveInfo>, Requires<RenderSpritesInfo>
{
public readonly int MinIdleDelay = 30;
public readonly int MaxIdleDelay = 110;
[SequenceReference]
public readonly string MoveSequence = "run";
[SequenceReference]
public readonly string DefaultAttackSequence = null;
[SequenceReference(dictionaryReference: LintDictionaryReference.Values)]
[Desc("Attack sequence to use for each armament.",
"A dictionary of [armament name]: [sequence name(s)].",
"Multiple sequence names can be defined to specify per-burst animations.")]
public readonly Dictionary<string, string[]> AttackSequences = new Dictionary<string, string[]>();
[SequenceReference]
public readonly string[] IdleSequences = { };
[SequenceReference]
public readonly string[] StandSequences = { "stand" };
[PaletteReference(nameof(IsPlayerPalette))]
[Desc("Custom palette name")]
public readonly string Palette = null;
[Desc("Palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
public override object Create(ActorInitializer init) { return new WithInfantryBody(init, this); }
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, string image, int facings, PaletteReference p)
{
if (!EnabledByDefault)
yield break;
var anim = new Animation(init.World, image, init.GetFacing());
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), StandSequences.First()));
if (IsPlayerPalette)
p = init.WorldRenderer.Palette(Palette + init.Get<OwnerInit>().InternalName);
else if (Palette != null)
p = init.WorldRenderer.Palette(Palette);
yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, p);
}
}
public class WithInfantryBody : ConditionalTrait<WithInfantryBodyInfo>, ITick, INotifyAttack, INotifyIdle
{
readonly IMove move;
protected readonly Animation DefaultAnimation;
bool dirty;
string idleSequence;
int idleDelay;
protected AnimationState state;
IRenderInfantrySequenceModifier rsm;
bool IsModifyingSequence => rsm != null && rsm.IsModifyingSequence;
bool wasModifying;
// Allow subclasses to override the info that we use for rendering
protected virtual WithInfantryBodyInfo GetDisplayInfo()
{
return Info;
}
public WithInfantryBody(ActorInitializer init, WithInfantryBodyInfo info)
: base(info)
{
var self = init.Self;
var rs = self.Trait<RenderSprites>();
DefaultAnimation = new Animation(init.World, rs.GetImage(self), RenderSprites.MakeFacingFunc(self));
rs.Add(new AnimationWithOffset(DefaultAnimation, null, () => IsTraitDisabled), info.Palette, info.IsPlayerPalette);
PlayStandAnimation(self);
move = init.Self.Trait<IMove>();
}
protected override void Created(Actor self)
{
rsm = self.TraitOrDefault<IRenderInfantrySequenceModifier>();
var info = GetDisplayInfo();
idleDelay = self.World.SharedRandom.Next(info.MinIdleDelay, info.MaxIdleDelay);
base.Created(self);
}
protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)
{
var prefix = IsModifyingSequence ? rsm.SequencePrefix : "";
if (DefaultAnimation.HasSequence(prefix + baseSequence))
return prefix + baseSequence;
return baseSequence;
}
protected virtual bool AllowIdleAnimation(Actor self)
{
return GetDisplayInfo().IdleSequences.Length > 0 && !IsModifyingSequence;
}
public void PlayStandAnimation(Actor self)
{
state = AnimationState.Waiting;
var sequence = DefaultAnimation.GetRandomExistingSequence(Info.StandSequences, Game.CosmeticRandom);
if (sequence != null)
{
var normalized = NormalizeInfantrySequence(self, sequence);
DefaultAnimation.PlayRepeating(normalized);
}
}
protected virtual void Attacking(Actor self, Armament a, Barrel barrel)
{
var info = GetDisplayInfo();
var sequence = info.DefaultAttackSequence;
if (info.AttackSequences.TryGetValue(a.Info.Name, out var sequences) && sequences.Length > 0)
{
sequence = sequences[0];
// Find the sequence corresponding to this barrel/burst.
if (barrel != null && sequences.Length > 1)
for (var i = 0; i < sequences.Length; i++)
if (a.Barrels[i] == barrel)
sequence = sequences[i];
}
if (!string.IsNullOrEmpty(sequence) && DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, sequence)))
{
state = AnimationState.Attacking;
DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, sequence), () => PlayStandAnimation(self));
}
}
void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel)
{
// HACK: The FrameEndTask makes sure that this runs after Tick(), preventing that from
// overriding the animation when an infantry unit stops to attack
self.World.AddFrameEndTask(_ => Attacking(self, a, barrel));
}
void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel) { }
void ITick.Tick(Actor self)
{
Tick(self);
}
protected virtual void Tick(Actor self)
{
if (rsm != null)
{
if (wasModifying != rsm.IsModifyingSequence)
dirty = true;
wasModifying = rsm.IsModifyingSequence;
}
if ((state != AnimationState.Moving || dirty) && move.CurrentMovementTypes.HasMovementType(MovementType.Horizontal))
{
state = AnimationState.Moving;
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, GetDisplayInfo().MoveSequence));
}
else if (((state == AnimationState.Moving || dirty) && !move.CurrentMovementTypes.HasMovementType(MovementType.Horizontal))
|| ((state == AnimationState.Idle || state == AnimationState.IdleAnimating) && !self.IsIdle))
PlayStandAnimation(self);
dirty = false;
}
void INotifyIdle.TickIdle(Actor self)
{
if (!AllowIdleAnimation(self))
return;
if (state == AnimationState.Waiting)
{
state = AnimationState.Idle;
var info = GetDisplayInfo();
idleSequence = info.IdleSequences.Random(self.World.SharedRandom);
idleDelay = self.World.SharedRandom.Next(info.MinIdleDelay, info.MaxIdleDelay);
}
else if (state == AnimationState.Idle && idleDelay > 0 && --idleDelay == 0)
{
state = AnimationState.IdleAnimating;
DefaultAnimation.PlayThen(idleSequence, () => PlayStandAnimation(self));
}
}
protected enum AnimationState
{
Idle,
Attacking,
Moving,
Waiting,
IdleAnimating
}
}
}