Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/Gate.cs

137 lines
3.5 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.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Will open and be passable for actors that appear friendly when there are no enemies in range.")]
public class GateInfo : BuildingInfo, IBlocksProjectilesInfo
{
public readonly string OpeningSound = null;
public readonly string ClosingSound = null;
[Desc("Ticks until the gate closes.")]
public readonly int CloseDelay = 150;
[Desc("Ticks until the gate is considered open.")]
public readonly int TransitionDelay = 33;
[Desc("Blocks bullets scaled to open value.")]
public readonly WDist BlocksProjectilesHeight = new WDist(640);
public override object Create(ActorInitializer init) { return new Gate(init, this); }
}
public class Gate : Building, ITick, ITemporaryBlocker, IBlocksProjectiles, INotifyBlockingMove, ISync
{
readonly GateInfo info;
readonly Actor self;
IEnumerable<CPos> blockedPositions;
public readonly int OpenPosition;
[Sync] public int Position { get; private set; }
int desiredPosition;
int remainingOpenTime;
public Gate(ActorInitializer init, GateInfo info)
: base(init, info)
{
this.info = info;
self = init.Self;
OpenPosition = info.TransitionDelay;
}
void ITick.Tick(Actor self)
{
if (self.IsDisabled() || Locked || !BuildComplete)
return;
if (desiredPosition < Position)
{
// Gate was fully open
if (Position == OpenPosition)
{
Game.Sound.Play(SoundType.World, info.ClosingSound, self.CenterPosition);
self.World.ActorMap.AddInfluence(self, this);
}
Position--;
}
else if (desiredPosition > Position)
{
// Gate was fully closed
if (Position == 0)
Game.Sound.Play(SoundType.World, info.OpeningSound, self.CenterPosition);
Position++;
// Gate is now fully open
if (Position == OpenPosition)
{
self.World.ActorMap.RemoveInfluence(self, this);
remainingOpenTime = info.CloseDelay;
}
}
if (Position == OpenPosition)
{
if (IsBlocked())
remainingOpenTime = info.CloseDelay;
else if (--remainingOpenTime <= 0)
desiredPosition = 0;
}
}
bool ITemporaryBlocker.IsBlocking(Actor self, CPos cell)
{
return Position != OpenPosition && blockedPositions.Contains(cell);
}
bool ITemporaryBlocker.CanRemoveBlockage(Actor self, Actor blocking)
{
return CanRemoveBlockage(self, blocking);
}
void INotifyBlockingMove.OnNotifyBlockingMove(Actor self, Actor blocking)
{
if (Position != OpenPosition && CanRemoveBlockage(self, blocking))
desiredPosition = OpenPosition;
}
bool CanRemoveBlockage(Actor self, Actor blocking)
{
return !self.IsDisabled() && BuildComplete && blocking.AppearsFriendlyTo(self);
}
protected override void AddedToWorld(Actor self)
{
base.AddedToWorld(self);
blockedPositions = Info.Tiles(self.Location);
}
bool IsBlocked()
{
return blockedPositions.Any(loc => self.World.ActorMap.GetActorsAt(loc).Any(a => a != self));
}
WDist IBlocksProjectiles.BlockingHeight
{
get
{
return new WDist(info.BlocksProjectilesHeight.Length * (OpenPosition - Position) / OpenPosition);
}
}
}
}