Files
OpenRA/OpenRA.Mods.RA/Scripting/Properties/GeneralProperties.cs
2015-01-09 21:18:05 +01:00

168 lines
3.9 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 Eluant;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Traits;
using OpenRA.Scripting;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Scripting
{
[ExposedForDestroyedActors]
[ScriptPropertyGroup("General")]
public class BaseActorProperties : ScriptActorProperties
{
// Note: This class must not make any trait queries so that this
// remains safe to call on dead actors.
public BaseActorProperties(ScriptContext context, Actor self)
: base(context, self) { }
[Desc("Specifies whether the actor is in the world.")]
public bool IsInWorld
{
get
{
return Self.IsInWorld;
}
set
{
if (value)
Self.World.AddFrameEndTask(w => w.Add(Self));
else
Self.World.AddFrameEndTask(w => w.Remove(Self));
}
}
[Desc("Specifies whether the actor is alive or dead.")]
public bool IsDead { get { return Self.IsDead; } }
[Desc("Specifies whether the actor is idle (not performing any activities).")]
public bool IsIdle { get { return Self.IsIdle; } }
[Desc("The player that owns the actor.")]
public Player Owner
{
get
{
return Self.Owner;
}
set
{
if (Self.Owner != value)
Self.ChangeOwner(value);
}
}
[Desc("The type of the actor (e.g. \"e1\").")]
public string Type { get { return Self.Info.Name; } }
[Desc("Test whether an actor has a specific property.")]
public bool HasProperty(string name)
{
return Self.HasScriptProperty(name);
}
}
[ScriptPropertyGroup("General")]
public class GeneralProperties : ScriptActorProperties
{
readonly IFacing facing;
readonly AutoTarget autotarget;
public GeneralProperties(ScriptContext context, Actor self)
: base(context, self)
{
facing = self.TraitOrDefault<IFacing>();
autotarget = self.TraitOrDefault<AutoTarget>();
}
[Desc("The actor position in cell coordinates.")]
public CPos Location { get { return Self.Location; } }
[Desc("The actor position in world coordinates.")]
public WPos CenterPosition { get { return Self.CenterPosition; } }
[Desc("The direction that the actor is facing.")]
public int Facing
{
get
{
if (facing == null)
throw new LuaException("Actor '{0}' doesn't define a facing".F(Self));
return facing.Facing;
}
}
[ScriptActorPropertyActivity]
[Desc("Instantly moves the actor to the specified cell.")]
public void Teleport(CPos cell)
{
Self.QueueActivity(new SimpleTeleport(cell));
}
[ScriptActorPropertyActivity]
[Desc("Run an arbitrary Lua function.")]
public void CallFunc(LuaFunction func)
{
Self.QueueActivity(new CallLuaFunc(func, Context));
}
[ScriptActorPropertyActivity]
[Desc("Wait for a specified number of game ticks (25 ticks = 1 second).")]
public void Wait(int ticks)
{
Self.QueueActivity(new Wait(ticks));
}
[ScriptActorPropertyActivity]
[Desc("Remove the actor from the game, without triggering any death notification.")]
public void Destroy()
{
Self.QueueActivity(new RemoveSelf());
}
[Desc("Attempt to cancel any active activities.")]
public void Stop()
{
Self.CancelActivity();
}
[Desc("Current actor stance. Returns nil if this actor doesn't support stances.")]
public string Stance
{
get
{
if (autotarget == null)
return null;
return autotarget.Stance.ToString();
}
set
{
if (autotarget == null)
return;
UnitStance stance;
if (!Enum<UnitStance>.TryParse(value, true, out stance))
throw new LuaException("Unknown stance type '{0}'".F(value));
autotarget.Stance = stance;
}
}
}
}