217 lines
5.6 KiB
C#
217 lines
5.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using Eluant;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Scripting
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{
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[ExposedForDestroyedActors]
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[ScriptPropertyGroup("General")]
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public class BaseActorProperties : ScriptActorProperties
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{
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// Note: This class must not make any trait queries so that this
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// remains safe to call on dead actors.
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public BaseActorProperties(ScriptContext context, Actor self)
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: base(context, self) { }
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[Desc("Specifies whether the actor is in the world.")]
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public bool IsInWorld
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{
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get => Self.IsInWorld;
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set
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{
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if (value)
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Self.World.AddFrameEndTask(w => w.Add(Self));
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else
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Self.World.AddFrameEndTask(w => w.Remove(Self));
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}
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}
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[Desc("Specifies whether the actor is alive or dead.")]
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public bool IsDead => Self.IsDead;
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[Desc("Specifies whether the actor is idle (not performing any activities).")]
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public bool IsIdle => Self.IsIdle;
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[Desc("The player that owns the actor.")]
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public Player Owner
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{
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get => Self.Owner;
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set
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{
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if (value == null)
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throw new LuaException($"Attempted to change the owner of actor '{Self}' to nil value.");
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if (Self.Owner != value)
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Self.ChangeOwner(value);
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}
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}
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[Desc("The type of the actor (e.g. \"e1\").")]
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public string Type => Self.Info.Name;
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[Desc("Test whether an actor has a specific property.")]
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public bool HasProperty(string name)
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{
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return Self.HasScriptProperty(name);
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}
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[Desc("Render a target flash on the actor.")]
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public void Flash(Color color, int count = 2, int interval = 2, int delay = 0)
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{
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// TODO: We can't use floats with Lua, so use the default 0.5f here
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Self.World.Add(new FlashTarget(Self, color, 0.5f, count, interval, delay));
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}
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[Desc("The effective owner of the actor.")]
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public Player EffectiveOwner
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{
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get
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{
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if (Self.EffectiveOwner == null || Self.EffectiveOwner.Owner == null)
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return Self.Owner;
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return Self.EffectiveOwner.Owner;
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}
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}
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}
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[ScriptPropertyGroup("General")]
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public class GeneralProperties : ScriptActorProperties
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{
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readonly IFacing facing;
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readonly AutoTarget autotarget;
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readonly ScriptTags scriptTags;
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readonly Tooltip[] tooltips;
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public GeneralProperties(ScriptContext context, Actor self)
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: base(context, self)
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{
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facing = self.TraitOrDefault<IFacing>();
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autotarget = self.TraitOrDefault<AutoTarget>();
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scriptTags = self.TraitOrDefault<ScriptTags>();
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tooltips = self.TraitsImplementing<Tooltip>().ToArray();
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}
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[Desc("The actor position in cell coordinates.")]
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public CPos Location => Self.Location;
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[Desc("The actor position in world coordinates.")]
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public WPos CenterPosition => Self.CenterPosition;
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[Desc("The direction that the actor is facing.")]
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public WAngle Facing
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{
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get
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{
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if (facing == null)
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throw new LuaException($"Actor '{Self}' doesn't define a facing");
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return facing.Facing;
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}
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}
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[ScriptActorPropertyActivity]
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[Desc("Instantly moves the actor to the specified cell.")]
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public void Teleport(CPos cell)
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{
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Self.QueueActivity(new SimpleTeleport(cell));
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}
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[ScriptActorPropertyActivity]
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[Desc("Run an arbitrary Lua function.")]
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public void CallFunc([ScriptEmmyTypeOverride("fun()")] LuaFunction func)
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{
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Self.QueueActivity(new CallLuaFunc(func, Context));
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}
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[ScriptActorPropertyActivity]
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[Desc("Wait for a specified number of game ticks (25 ticks = 1 second).")]
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public void Wait(int ticks)
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{
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Self.QueueActivity(new Wait(ticks));
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}
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[ScriptActorPropertyActivity]
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[Desc("Remove the actor from the game, without triggering any death notification.")]
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public void Destroy()
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{
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Self.QueueActivity(new RemoveSelf());
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}
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[Desc("Attempt to cancel any active activities.")]
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public void Stop()
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{
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Self.CancelActivity();
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}
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[Desc("Current actor stance. Returns nil if this actor doesn't support stances.")]
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public string Stance
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{
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get => autotarget?.Stance.ToString();
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set
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{
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if (autotarget == null)
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return;
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if (!Enum<UnitStance>.TryParse(value, true, out var stance))
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throw new LuaException($"Unknown stance type '{value}'");
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autotarget.SetStance(Self, stance);
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}
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}
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[Desc("The actor's tooltip name. Returns nil if the actor has no tooltip.")]
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public string TooltipName
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{
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get
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{
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var tooltip = tooltips.FirstEnabledConditionalTraitOrDefault();
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if (tooltip == null)
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return null;
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return FluentProvider.GetMessage(tooltip.Info.Name);
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}
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}
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[Desc("Specifies whether or not the actor supports 'tags'.")]
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public bool IsTaggable => scriptTags != null;
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[Desc("Add a tag to the actor. Returns true on success, false otherwise (for example the actor may already have the given tag).")]
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public bool AddTag(string tag)
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{
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return IsTaggable && scriptTags.AddTag(tag);
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}
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[Desc("Remove a tag from the actor. Returns true on success, false otherwise (tag was not present).")]
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public bool RemoveTag(string tag)
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{
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return IsTaggable && scriptTags.RemoveTag(tag);
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}
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[Desc("Specifies whether or not the actor has a particular tag.")]
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public bool HasTag(string tag)
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{
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return IsTaggable && scriptTags.HasTag(tag);
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}
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}
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}
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