Files
OpenRA/OpenRA.Mods.Cnc/Traits/Disguise.cs

324 lines
9.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
[Desc("Overrides the default Tooltip when this actor is disguised (aids in deceiving enemy players).")]
class DisguiseTooltipInfo : TooltipInfo, Requires<DisguiseInfo>
{
public override object Create(ActorInitializer init) { return new DisguiseTooltip(init.Self, this); }
}
class DisguiseTooltip : ITooltip
{
readonly Actor self;
readonly Disguise disguise;
TooltipInfo info;
public DisguiseTooltip(Actor self, TooltipInfo info)
{
this.self = self;
this.info = info;
disguise = self.Trait<Disguise>();
}
public ITooltipInfo TooltipInfo
{
get
{
return disguise.Disguised ? disguise.AsTooltipInfo : info;
}
}
public Player Owner
{
get
{
if (!disguise.Disguised || self.Owner.IsAlliedWith(self.World.RenderPlayer))
return self.Owner;
return disguise.AsPlayer;
}
}
}
[Flags]
public enum RevealDisguiseType
{
None = 0,
Attack = 1,
Damaged = 2,
Unload = 4,
Infiltrate = 8,
Demolish = 16,
Move = 32
}
[Desc("Provides access to the disguise command, which makes the actor appear to be another player's actor.")]
class DisguiseInfo : ITraitInfo
{
[VoiceReference] public readonly string Voice = "Action";
[GrantedConditionReference]
[Desc("The condition to grant to self while disguised.")]
public readonly string DisguisedCondition = null;
[Desc("What diplomatic stances can this actor disguise as.")]
public readonly Stance ValidStances = Stance.Ally | Stance.Neutral | Stance.Enemy;
[Desc("Target types of actors that this actor disguise as.")]
public readonly HashSet<string> TargetTypes = new HashSet<string> { "Disguise" };
[Desc("Triggers which cause the actor to drop it's disguise. Possible values: None, Attack, Damaged,",
"Unload, Infiltrate, Demolish, Move.")]
public readonly RevealDisguiseType RevealDisguiseOn = RevealDisguiseType.Attack;
[Desc("Conditions to grant when disguised as specified actor.",
"A dictionary of [actor id]: [condition].")]
public readonly Dictionary<string, string> DisguisedAsConditions = new Dictionary<string, string>();
[GrantedConditionReference]
public IEnumerable<string> LinterConditions { get { return DisguisedAsConditions.Values; } }
public object Create(ActorInitializer init) { return new Disguise(init.Self, this); }
}
class Disguise : INotifyCreated, IEffectiveOwner, IIssueOrder, IResolveOrder, IOrderVoice, IRadarColorModifier, INotifyAttack,
INotifyDamage, INotifyUnload, INotifyDemolition, INotifyInfiltration, ITick
{
public ActorInfo AsActor { get; private set; }
public Player AsPlayer { get; private set; }
public ITooltipInfo AsTooltipInfo { get; private set; }
public bool Disguised { get { return AsPlayer != null; } }
public Player Owner { get { return AsPlayer; } }
readonly Actor self;
readonly DisguiseInfo info;
ConditionManager conditionManager;
int disguisedToken = ConditionManager.InvalidConditionToken;
int disguisedAsToken = ConditionManager.InvalidConditionToken;
CPos? lastPos;
public Disguise(Actor self, DisguiseInfo info)
{
this.self = self;
this.info = info;
AsActor = self.Info;
}
void INotifyCreated.Created(Actor self)
{
conditionManager = self.TraitOrDefault<ConditionManager>();
}
IEnumerable<IOrderTargeter> IIssueOrder.Orders
{
get
{
yield return new DisguiseOrderTargeter(info);
}
}
Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID == "Disguise")
return new Order(order.OrderID, self, target, queued);
return null;
}
void IResolveOrder.ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Disguise")
{
var target = order.Target;
if (target.Type == TargetType.Actor)
DisguiseAs((target.Actor != self && target.Actor.IsInWorld) ? target.Actor : null);
if (target.Type == TargetType.FrozenActor)
DisguiseAs(target.FrozenActor.Info, target.FrozenActor.Owner);
}
}
string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "Disguise" ? info.Voice : null;
}
Color IRadarColorModifier.RadarColorOverride(Actor self, Color color)
{
if (!Disguised || self.Owner.IsAlliedWith(self.World.RenderPlayer))
return color;
return color = Game.Settings.Game.UsePlayerStanceColors ? AsPlayer.PlayerStanceColor(self) : AsPlayer.Color.RGB;
}
public void DisguiseAs(Actor target)
{
var oldEffectiveActor = AsActor;
var oldEffectiveOwner = AsPlayer;
var oldDisguiseSetting = Disguised;
if (target != null)
{
// Take the image of the target's disguise, if it exists.
// E.g., SpyA is disguised as a rifle infantry. SpyB then targets SpyA. We should use the rifle infantry image.
var targetDisguise = target.TraitOrDefault<Disguise>();
if (targetDisguise != null && targetDisguise.Disguised)
{
AsPlayer = targetDisguise.AsPlayer;
AsActor = targetDisguise.AsActor;
AsTooltipInfo = targetDisguise.AsTooltipInfo;
}
else
{
var tooltip = target.TraitsImplementing<ITooltip>().FirstOrDefault();
AsPlayer = tooltip.Owner;
AsActor = target.Info;
AsTooltipInfo = tooltip.TooltipInfo;
}
}
else
{
AsTooltipInfo = null;
AsPlayer = null;
AsActor = self.Info;
}
HandleDisguise(oldEffectiveActor, oldEffectiveOwner, oldDisguiseSetting);
}
public void DisguiseAs(ActorInfo actorInfo, Player newOwner)
{
var oldEffectiveActor = AsActor;
var oldEffectiveOwner = AsPlayer;
var oldDisguiseSetting = Disguised;
AsPlayer = newOwner;
AsActor = actorInfo;
AsTooltipInfo = actorInfo.TraitInfos<TooltipInfo>().FirstOrDefault();
HandleDisguise(oldEffectiveActor, oldEffectiveOwner, oldDisguiseSetting);
}
void HandleDisguise(ActorInfo oldEffectiveActor, Player oldEffectiveOwner, bool oldDisguiseSetting)
{
foreach (var t in self.TraitsImplementing<INotifyEffectiveOwnerChanged>())
t.OnEffectiveOwnerChanged(self, oldEffectiveOwner, AsPlayer);
if (conditionManager != null)
{
if (Disguised != oldDisguiseSetting)
{
if (Disguised && disguisedToken == ConditionManager.InvalidConditionToken && !string.IsNullOrEmpty(info.DisguisedCondition))
disguisedToken = conditionManager.GrantCondition(self, info.DisguisedCondition);
else if (!Disguised && disguisedToken != ConditionManager.InvalidConditionToken)
disguisedToken = conditionManager.RevokeCondition(self, disguisedToken);
}
if (AsActor != oldEffectiveActor)
{
if (disguisedAsToken != ConditionManager.InvalidConditionToken)
disguisedAsToken = conditionManager.RevokeCondition(self, disguisedAsToken);
string disguisedAsCondition;
if (info.DisguisedAsConditions.TryGetValue(AsActor.Name, out disguisedAsCondition))
disguisedAsToken = conditionManager.GrantCondition(self, disguisedAsCondition);
}
}
}
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
if (info.RevealDisguiseOn.HasFlag(RevealDisguiseType.Attack))
DisguiseAs(null);
}
void INotifyDamage.Damaged(Actor self, AttackInfo e)
{
if (info.RevealDisguiseOn.HasFlag(RevealDisguiseType.Damaged) && e.Damage.Value > 0)
DisguiseAs(null);
}
void INotifyUnload.Unloading(Actor self)
{
if (info.RevealDisguiseOn.HasFlag(RevealDisguiseType.Unload))
DisguiseAs(null);
}
void INotifyDemolition.Demolishing(Actor self)
{
if (info.RevealDisguiseOn.HasFlag(RevealDisguiseType.Demolish))
DisguiseAs(null);
}
void INotifyInfiltration.Infiltrating(Actor self)
{
if (info.RevealDisguiseOn.HasFlag(RevealDisguiseType.Infiltrate))
DisguiseAs(null);
}
void ITick.Tick(Actor self)
{
if (info.RevealDisguiseOn.HasFlag(RevealDisguiseType.Move) && lastPos != null && lastPos.Value != self.Location)
DisguiseAs(null);
lastPos = self.Location;
}
}
class DisguiseOrderTargeter : UnitOrderTargeter
{
readonly DisguiseInfo info;
public DisguiseOrderTargeter(DisguiseInfo info)
: base("Disguise", 7, "ability", true, true)
{
this.info = info;
ForceAttack = false;
}
public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
{
var stance = self.Owner.Stances[target.Owner];
if (!info.ValidStances.HasStance(stance))
return false;
return info.TargetTypes.Overlaps(target.GetAllTargetTypes());
}
public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
{
var stance = self.Owner.Stances[target.Owner];
if (!info.ValidStances.HasStance(stance))
return false;
return info.TargetTypes.Overlaps(target.Info.TraitInfos<ITargetableInfo>().SelectMany(ti => ti.GetTargetTypes()));
}
}
}