Files
OpenRA/OpenRA.Mods.Common/Traits/SupportPowers/SpawnActorPower.cs
2023-08-19 20:46:04 +03:00

169 lines
5.3 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Activities;
using OpenRA.Mods.Common.Effects;
using OpenRA.Mods.Common.Orders;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Spawns an actor that stays for a limited amount of time.")]
public class SpawnActorPowerInfo : SupportPowerInfo
{
[ActorReference]
[FieldLoader.Require]
[Desc("Actor to spawn.")]
public readonly string Actor = null;
[Desc("Amount of time to keep the actor alive in ticks. Value < 0 means this actor will not remove itself.")]
public readonly int LifeTime = 250;
[Desc("Only allow this to be spawned on this terrain.")]
public readonly string[] Terrain = null;
public readonly bool AllowUnderShroud = true;
public readonly string DeploySound = null;
public readonly string EffectImage = null;
[SequenceReference(nameof(EffectImage))]
public readonly string EffectSequence = null;
[PaletteReference]
public readonly string EffectPalette = null;
[Desc("Cursor to display when the location is unsuitable.")]
public readonly string BlockedCursor = "move-blocked";
public override object Create(ActorInitializer init) { return new SpawnActorPower(init.Self, this); }
}
public class SpawnActorPower : SupportPower
{
public SpawnActorPower(Actor self, SpawnActorPowerInfo info)
: base(self, info) { }
public override void Activate(Actor self, Order order, SupportPowerManager manager)
{
var info = Info as SpawnActorPowerInfo;
var position = order.Target.CenterPosition;
var cell = self.World.Map.CellContaining(position);
if (!Validate(self.World, info, cell))
return;
base.Activate(self, order, manager);
self.World.AddFrameEndTask(w =>
{
PlayLaunchSounds();
Game.Sound.Play(SoundType.World, info.DeploySound, position);
if (!string.IsNullOrEmpty(info.EffectSequence) && !string.IsNullOrEmpty(info.EffectPalette))
w.Add(new SpriteEffect(position, w, info.EffectImage, info.EffectSequence, info.EffectPalette));
var actor = w.CreateActor(info.Actor, new TypeDictionary
{
new LocationInit(cell),
new OwnerInit(self.Owner),
});
if (info.LifeTime > -1)
{
actor.QueueActivity(new Wait(info.LifeTime));
actor.QueueActivity(new RemoveSelf());
}
});
}
public override void SelectTarget(Actor self, string order, SupportPowerManager manager)
{
Game.Sound.PlayToPlayer(SoundType.UI, manager.Self.Owner, Info.SelectTargetSound);
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech",
Info.SelectTargetSpeechNotification, self.Owner.Faction.InternalName);
TextNotificationsManager.AddTransientLine(manager.Self.Owner, Info.SelectTargetTextNotification);
self.World.OrderGenerator = new SelectSpawnActorPowerTarget(order, manager, this, MouseButton.Left);
}
public bool Validate(World world, SpawnActorPowerInfo info, CPos cell)
{
if (!world.Map.Contains(cell))
return false;
if (!info.AllowUnderShroud && world.ShroudObscures(cell))
return false;
if (info.Terrain != null && !info.Terrain.Contains(world.Map.GetTerrainInfo(cell).Type))
return false;
return true;
}
}
public class SelectSpawnActorPowerTarget : OrderGenerator
{
readonly SpawnActorPower power;
readonly SpawnActorPowerInfo info;
readonly SupportPowerManager manager;
readonly MouseButton expectedButton;
public string OrderKey { get; }
public SelectSpawnActorPowerTarget(string order, SupportPowerManager manager, SpawnActorPower power, MouseButton button)
{
// Clear selection if using Left-Click Orders
if (Game.Settings.Game.UseClassicMouseStyle)
manager.Self.World.Selection.Clear();
this.manager = manager;
this.power = power;
OrderKey = order;
expectedButton = button;
info = (SpawnActorPowerInfo)power.Info;
}
protected override IEnumerable<Order> OrderInner(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
world.CancelInputMode();
if (!power.Validate(world, info, cell))
yield break;
if (mi.Button == expectedButton)
yield return new Order(OrderKey, manager.Self, Target.FromCell(world, cell), false) { SuppressVisualFeedback = true };
}
protected override void Tick(World world)
{
// Cancel the OG if we can't use the power
if (!manager.Powers.ContainsKey(OrderKey))
world.CancelInputMode();
}
protected override IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
protected override IEnumerable<IRenderable> RenderAboveShroud(WorldRenderer wr, World world) { yield break; }
protected override IEnumerable<IRenderable> RenderAnnotations(WorldRenderer wr, World world) { yield break; }
protected override string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
return power.Validate(world, info, cell) ? info.Cursor : info.BlockedCursor;
}
}
}