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OpenRA/OpenRA.Mods.D2k/Traits/Buildings/D2kBuilding.cs
2022-05-18 11:42:36 -05:00

163 lines
5.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 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.IO;
using System.Linq;
using OpenRA.Mods.Common.Terrain;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.D2k.Traits.Buildings
{
public class D2kBuildingInfo : BuildingInfo
{
[Desc("Amount of damage received per DamageInterval ticks.")]
public readonly int Damage = 500;
[Desc("Delay between receiving damage.")]
public readonly int DamageInterval = 100;
[Desc("Apply the damage using these damagetypes.")]
public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
[Desc("Terrain types where the actor will take damage.")]
public readonly string[] DamageTerrainTypes = { "Rock" };
[Desc("Percentage health below which the actor will not receive further damage.")]
public readonly int DamageThreshold = 50;
[Desc("Inflict damage down to the DamageThreshold when the actor gets created on damaging terrain.")]
public readonly bool StartOnThreshold = true;
[Desc("The terrain template to place when adding a concrete foundation. " +
"If the template is PickAny, then the actor footprint will be filled with this tile.")]
public readonly ushort ConcreteTemplate = 88;
[Desc("List of required prerequisites to place a terrain template.")]
public readonly string[] ConcretePrerequisites = Array.Empty<string>();
public override object Create(ActorInitializer init) { return new D2kBuilding(init, this); }
}
public class D2kBuilding : Building, ITick, INotifyCreated
{
readonly D2kBuildingInfo info;
BuildableTerrainLayer layer;
IHealth health;
int safeTiles;
int totalTiles;
int damageThreshold;
int damageTicks;
TechTree techTree;
BuildingInfluence bi;
public D2kBuilding(ActorInitializer init, D2kBuildingInfo info)
: base(init, info)
{
this.info = info;
}
void INotifyCreated.Created(Actor self)
{
health = self.TraitOrDefault<IHealth>();
layer = self.World.WorldActor.TraitOrDefault<BuildableTerrainLayer>();
bi = self.World.WorldActor.Trait<BuildingInfluence>();
techTree = self.Owner.PlayerActor.TraitOrDefault<TechTree>();
}
protected override void AddedToWorld(Actor self)
{
base.AddedToWorld(self);
if (layer != null && (info.ConcretePrerequisites.Length == 0 || techTree == null || techTree.HasPrerequisites(info.ConcretePrerequisites)))
{
var map = self.World.Map;
if (!(self.World.Map.Rules.TerrainInfo is ITemplatedTerrainInfo terrainInfo))
throw new InvalidDataException("D2kBuilding requires a template-based tileset.");
var template = terrainInfo.Templates[info.ConcreteTemplate];
if (template.PickAny)
{
// Fill the footprint with random variants
foreach (var c in info.Tiles(self.Location))
{
// Only place on allowed terrain types
if (!map.Contains(c) || map.CustomTerrain[c] != byte.MaxValue || !info.TerrainTypes.Contains(map.GetTerrainInfo(c).Type))
continue;
// Don't place under other buildings (or their bib)
if (bi.GetBuildingsAt(c).Any(a => a != self))
continue;
var index = Game.CosmeticRandom.Next(template.TilesCount);
layer.AddTile(c, new TerrainTile(template.Id, (byte)index));
}
}
else
{
for (var i = 0; i < template.TilesCount; i++)
{
var c = self.Location + new CVec(i % template.Size.X, i / template.Size.X);
// Only place on allowed terrain types
if (!map.Contains(c) || map.CustomTerrain[c] != byte.MaxValue || !info.TerrainTypes.Contains(map.GetTerrainInfo(c).Type))
continue;
// Don't place under other buildings (or their bib)
if (bi.GetBuildingsAt(c).Any(a => a != self))
continue;
layer.AddTile(c, new TerrainTile(template.Id, (byte)i));
}
}
}
if (health == null)
return;
foreach (var kv in self.OccupiesSpace.OccupiedCells())
{
totalTiles++;
if (!info.DamageTerrainTypes.Contains(self.World.Map.GetTerrainInfo(kv.Cell).Type))
safeTiles++;
}
if (totalTiles == 0 || totalTiles == safeTiles)
return;
// Cast to long to avoid overflow when multiplying by the health
damageThreshold = (int)((info.DamageThreshold * (long)health.MaxHP + (100 - info.DamageThreshold) * safeTiles * (long)health.MaxHP / totalTiles) / 100);
if (!info.StartOnThreshold)
return;
// Start with maximum damage applied, ignoring modifiers like player handicap
var delta = health.HP - damageThreshold;
if (delta > 0)
health.InflictDamage(self, self.World.WorldActor, new Damage(delta, info.DamageTypes), true);
}
void ITick.Tick(Actor self)
{
if (totalTiles == safeTiles || health.HP <= damageThreshold || --damageTicks > 0)
return;
// Terrain damage should not change with modifiers like player handicap
health.InflictDamage(self, self.World.WorldActor, new Damage(info.Damage, info.DamageTypes), true);
damageTicks = info.DamageInterval;
}
}
}