Files
OpenRA/OpenRA.Mods.RA/Traits/Disguise.cs
DArcy Rush eb795909da Implement player stance colors
Adds an option to display actors on radar and
support weapon timers in colors denoting the
diplomatic stance toward the player.
2016-01-30 15:46:55 +01:00

200 lines
5.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. 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.Traits;
namespace OpenRA.Mods.RA.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;
}
}
}
[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";
[UpgradeGrantedReference]
[Desc("Upgrades to grant when disguised.")]
public readonly string[] Upgrades = { "disguise" };
public object Create(ActorInitializer init) { return new Disguise(init.Self, this); }
}
class Disguise : IEffectiveOwner, IIssueOrder, IResolveOrder, IOrderVoice, IRadarColorModifier, INotifyAttack
{
public Player AsPlayer { get; private set; }
public string AsSprite { 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;
readonly Lazy<UpgradeManager> um;
public Disguise(Actor self, DisguiseInfo info)
{
this.self = self;
this.info = info;
um = Exts.Lazy(() => self.TraitOrDefault<UpgradeManager>());
}
public IEnumerable<IOrderTargeter> Orders
{
get
{
yield return new TargetTypeOrderTargeter(new HashSet<string> { "Disguise" }, "Disguise", 7, "ability", true, true) { ForceAttack = false };
}
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID == "Disguise")
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
return null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Disguise")
{
var target = order.TargetActor != self && order.TargetActor.IsInWorld ? order.TargetActor : null;
DisguiseAs(target);
}
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "Disguise" ? info.Voice : null;
}
public Color 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 oldDisguiseSetting = Disguised;
var oldEffectiveOwner = AsPlayer;
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)
{
AsSprite = targetDisguise.AsSprite;
AsPlayer = targetDisguise.AsPlayer;
AsTooltipInfo = targetDisguise.AsTooltipInfo;
}
else
{
AsSprite = target.Trait<RenderSprites>().GetImage(target);
var tooltip = target.TraitsImplementing<ITooltip>().FirstOrDefault();
AsPlayer = tooltip.Owner;
AsTooltipInfo = tooltip.TooltipInfo;
}
}
else
{
AsTooltipInfo = null;
AsPlayer = null;
AsSprite = null;
}
HandleDisguise(oldEffectiveOwner, oldDisguiseSetting);
}
public void DisguiseAs(ActorInfo actorInfo, Player newOwner)
{
var oldDisguiseSetting = Disguised;
var oldEffectiveOwner = AsPlayer;
var renderSprites = actorInfo.TraitInfoOrDefault<RenderSpritesInfo>();
AsSprite = renderSprites == null ? null : renderSprites.GetImage(actorInfo, self.World.Map.SequenceProvider, newOwner.Faction.InternalName);
AsPlayer = newOwner;
AsTooltipInfo = actorInfo.TraitInfos<TooltipInfo>().FirstOrDefault();
HandleDisguise(oldEffectiveOwner, oldDisguiseSetting);
}
void HandleDisguise(Player oldEffectiveOwner, bool oldDisguiseSetting)
{
foreach (var t in self.TraitsImplementing<INotifyEffectiveOwnerChanged>())
t.OnEffectiveOwnerChanged(self, oldEffectiveOwner, AsPlayer);
if (Disguised != oldDisguiseSetting && um.Value != null)
{
foreach (var u in info.Upgrades)
{
if (!um.Value.AcknowledgesUpgrade(self, u))
continue;
if (Disguised)
um.Value.GrantUpgrade(self, u, this);
else
um.Value.RevokeUpgrade(self, u, this);
}
}
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel) { DisguiseAs(null); }
}
}