Files
OpenRA/OpenRA.Mods.RA/UnitStances/UnitStance.cs
geckosoft 6b40abb58c Implemented: Stances
Added: Basic stances (Aggressive, Guard (Hold Ground), Hold Fire, None (dummy), Return Fire)
Added: WorldCommandWidget (to be able to set said stances)
Added: WorldCommandWidget to ra (cnc will follow, later on)
Changed: Added support to AttackBase for firing with movement disabled + utility method ScanForTarget (used by stances)
Added: AssignUnitStance (attach this to unit-producing actors, together with what stances can be picked as 'default')
2010-11-13 17:26:42 +13:00

218 lines
4.9 KiB
C#

using System;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public interface IUnitStance
{
bool Active { get; set; }
bool IsDefault { get; }
void Activate(Actor self);
void Deactivate(Actor self);
}
public class UnitStanceInfo : ITraitInfo
{
public readonly bool Default;
#region ITraitInfo Members
public virtual object Create(ActorInitializer init)
{
throw new Exception("Do not use UnitStance at the rules!");
}
#endregion
}
public abstract class UnitStance : IUnitStance, ITick
{
public int NextScantime;
public int ScanDelay = 12; // 2x - second
private bool _unsetFirstTick;
public UnitStanceInfo Info { get; protected set; }
public bool IsFirstTick { get; private set; }
public bool IsScanAvailable
{
get
{
NextScantime--;
if (NextScantime <= 0)
{
NextScantime = ScanDelay;
return true;
}
return false;
}
}
#region ITick Members
public virtual void Tick(Actor self)
{
if (!Active) return;
if (IsFirstTick && _unsetFirstTick)
{
IsFirstTick = false;
_unsetFirstTick = false;
}
else if (IsFirstTick)
{
_unsetFirstTick = true;
OnFirstTick(self);
}
if (IsScanAvailable)
{
OnScan(self);
}
}
#endregion
#region IUnitStance Members
public bool Active { get; set; }
public virtual bool IsDefault
{
get { return Info.Default; }
}
public virtual void Activate(Actor self)
{
if (Active) return;
Active = true;
IsFirstTick = true;
NextScantime = 0;
_unsetFirstTick = false;
DeactivateOthers(self);
}
public virtual void Deactivate(Actor self)
{
if (Active)
{
Active = false;
}
}
#endregion
public virtual void DeactivateOthers(Actor self)
{
DeactivateOthers(self, this);
}
public static bool IsActive<T>(Actor self) where T : UnitStance
{
var stance = self.TraitOrDefault<T>();
return stance != null && stance.Active;
}
public static void ActivateDefault(Actor self)
{
if (!self.TraitsImplementing<IUnitStance>().Where(t => t.IsDefault).Any())
{
// deactive all of them as a default if nobody has a default
DeactivateOthers(self, null);
return;
}
self.TraitsImplementing<IUnitStance>().Where(t => t.IsDefault).First().Activate(self);
}
public static void DeactivateOthers(Actor self, IUnitStance stance)
{
self.TraitsImplementing<IUnitStance>().Where(t => t != stance).Do(t => t.Deactivate(self));
}
public static bool ReturnFire(Actor self, AttackInfo e, bool allowActivity, bool allowTargetSwitch, bool holdStill)
{
if (!self.IsIdle && !allowActivity) return false;
if (e.Attacker.Destroyed) return false;
var attack = self.TraitOrDefault<AttackBase>();
// this unit cannot fight back at all (no guns)
if (attack == null) return false;
// if attacking already and force was used, return (ie to respond to attacks while moving around)
if (attack.IsAttacking && (!allowTargetSwitch)) return false;
// don't fight back if we dont have the guns to do so
if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker))) return false;
// don't retaliate against allies
if (self.Owner.Stances[e.Attacker.Owner] == Stance.Ally) return false;
// don't retaliate against healers
if (e.Damage < 0) return false;
// perform the attack
AttackTarget(self, e.Attacker, holdStill);
return true;
}
public static bool ReturnFire(Actor self, AttackInfo e, bool allowActivity, bool allowTargetSwitch)
{
return ReturnFire(self, e, allowActivity, allowTargetSwitch, false);
}
public static bool ReturnFire(Actor self, AttackInfo e, bool allowActivity)
{
return ReturnFire(self, e, allowActivity, false);
}
public static UnitStance GetActive(Actor self)
{
return self.TraitsImplementing<UnitStance>().Where(t => t.Active).FirstOrDefault();
}
public static void AttackTarget(Actor self, Actor target, bool holdStill)
{
var attack = self.Trait<AttackBase>();
if (attack != null && target != null)
{
self.World.IssueOrder(new Order((holdStill) ? "AttackHold" : "Attack", self, target, false));
}
}
public static void StopAttack(Actor self)
{
self.World.IssueOrder(new Order("StopAttack", self, self, false));
}
/// <summary>
/// Called when on the first tick after the stance has been activated
/// </summary>
/// <param name="self"></param>
protected virtual void OnScan(Actor self)
{
}
/// <summary>
/// Called when on the first tick after the stance has been activated
/// </summary>
/// <param name="self"></param>
protected virtual void OnFirstTick(Actor self)
{
}
public static Actor ScanForTarget(Actor self)
{
return self.Trait<AttackBase>().ScanForTarget(self);
}
}
}