188 lines
6.2 KiB
C#
188 lines
6.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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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.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Orders;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Provides access to the attack-move command, which will make the actor automatically engage viable targets while moving to the destination.")]
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class AttackMoveInfo : ITraitInfo, Requires<IMoveInfo>
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{
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[VoiceReference] public readonly string Voice = "Action";
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[GrantedConditionReference]
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[Desc("The condition to grant to self while scanning for targets during an attack-move.")]
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public readonly string AttackMoveScanCondition = null;
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[GrantedConditionReference]
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[Desc("The condition to grant to self while scanning for targets during an assault-move.")]
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public readonly string AssaultMoveScanCondition = null;
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[Desc("Can the actor be ordered to move in to shroud?")]
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public readonly bool MoveIntoShroud = true;
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public object Create(ActorInitializer init) { return new AttackMove(init.Self, this); }
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}
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class AttackMove : INotifyCreated, ITick, IResolveOrder, IOrderVoice, INotifyIdle, ISync
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{
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public readonly AttackMoveInfo Info;
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[Sync] public CPos _targetLocation { get { return TargetLocation.HasValue ? TargetLocation.Value : CPos.Zero; } }
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public CPos? TargetLocation = null;
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readonly IMove move;
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ConditionManager conditionManager;
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int attackMoveToken = ConditionManager.InvalidConditionToken;
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int assaultMoveToken = ConditionManager.InvalidConditionToken;
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bool assaultMoving = false;
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public AttackMove(Actor self, AttackMoveInfo info)
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{
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move = self.Trait<IMove>();
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Info = info;
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}
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void INotifyCreated.Created(Actor self)
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{
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conditionManager = self.TraitOrDefault<ConditionManager>();
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}
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void ITick.Tick(Actor self)
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{
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if (conditionManager == null)
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return;
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var activity = self.CurrentActivity as AttackMoveActivity;
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var attackActive = activity != null && !assaultMoving;
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var assaultActive = activity != null && assaultMoving;
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if (attackActive && attackMoveToken == ConditionManager.InvalidConditionToken && !string.IsNullOrEmpty(Info.AttackMoveScanCondition))
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attackMoveToken = conditionManager.GrantCondition(self, Info.AttackMoveScanCondition);
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else if (!attackActive && attackMoveToken != ConditionManager.InvalidConditionToken)
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attackMoveToken = conditionManager.RevokeCondition(self, attackMoveToken);
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if (assaultActive && assaultMoveToken == ConditionManager.InvalidConditionToken && !string.IsNullOrEmpty(Info.AssaultMoveScanCondition))
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assaultMoveToken = conditionManager.GrantCondition(self, Info.AssaultMoveScanCondition);
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else if (!assaultActive && assaultMoveToken != ConditionManager.InvalidConditionToken)
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assaultMoveToken = conditionManager.RevokeCondition(self, assaultMoveToken);
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}
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string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)
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{
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if (!Info.MoveIntoShroud && !self.Owner.Shroud.IsExplored(order.TargetLocation))
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return null;
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if (order.OrderString == "AttackMove" || order.OrderString == "AssaultMove")
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return Info.Voice;
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return null;
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}
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void Activate(Actor self, bool assaultMove)
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{
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assaultMoving = assaultMove;
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self.QueueActivity(new AttackMoveActivity(self, move.MoveTo(TargetLocation.Value, 1)));
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}
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void INotifyIdle.TickIdle(Actor self)
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{
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// This might cause the actor to be stuck if the target location is unreachable
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if (TargetLocation.HasValue && self.Location != TargetLocation.Value)
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Activate(self, assaultMoving);
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}
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public void ResolveOrder(Actor self, Order order)
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{
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TargetLocation = null;
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if (order.OrderString == "AttackMove" || order.OrderString == "AssaultMove")
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{
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if (!order.Queued)
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self.CancelActivity();
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if (!Info.MoveIntoShroud && !self.Owner.Shroud.IsExplored(order.TargetLocation))
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return;
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TargetLocation = move.NearestMoveableCell(order.TargetLocation);
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self.SetTargetLine(Target.FromCell(self.World, TargetLocation.Value), Color.Red);
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Activate(self, order.OrderString == "AssaultMove");
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}
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}
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}
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public class AttackMoveOrderGenerator : UnitOrderGenerator
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{
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readonly TraitPair<AttackMove>[] subjects;
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readonly MouseButton expectedButton;
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public AttackMoveOrderGenerator(IEnumerable<Actor> subjects, MouseButton button)
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{
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expectedButton = button;
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this.subjects = subjects.Where(a => !a.IsDead)
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.SelectMany(a => a.TraitsImplementing<AttackMove>()
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.Select(am => new TraitPair<AttackMove>(a, am)))
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.ToArray();
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}
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public override IEnumerable<Order> Order(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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if (mi.Button != expectedButton)
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world.CancelInputMode();
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return OrderInner(world, cell, mi);
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}
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protected virtual IEnumerable<Order> OrderInner(World world, CPos cell, MouseInput mi)
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{
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if (mi.Button == expectedButton)
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{
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world.CancelInputMode();
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var queued = mi.Modifiers.HasModifier(Modifiers.Shift);
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var orderName = mi.Modifiers.HasModifier(Modifiers.Ctrl) ? "AssaultMove" : "AttackMove";
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// Cells outside the playable area should be clamped to the edge for consistency with move orders
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cell = world.Map.Clamp(cell);
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foreach (var s in subjects)
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yield return new Order(orderName, s.Actor, Target.FromCell(world, cell), queued);
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}
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}
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public override string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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var prefix = mi.Modifiers.HasModifier(Modifiers.Ctrl) ? "assaultmove" : "attackmove";
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if (world.Map.Contains(cell))
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{
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var explored = subjects.First().Actor.Owner.Shroud.IsExplored(cell);
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var blocked = !explored && subjects.Any(a => !a.Trait.Info.MoveIntoShroud);
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return blocked ? prefix + "-blocked" : prefix;
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}
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return prefix + "-blocked";
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}
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public override bool InputOverridesSelection(World world, int2 xy, MouseInput mi)
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{
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// Custom order generators always override selection
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return true;
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}
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}
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}
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