Files
OpenRA/OpenRA.Mods.D2k/Traits/Sandworm.cs

164 lines
4.6 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 OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.D2k.Traits
{
class SandwormInfo : WandersInfo, Requires<MobileInfo>, Requires<RenderUnitInfo>, Requires<AttackBaseInfo>
{
[Desc("Time between rescanning for targets (in ticks).")]
public readonly int TargetRescanInterval = 32;
[Desc("The radius in which the worm \"searches\" for targets.")]
public readonly WRange MaxSearchRadius = WRange.FromCells(27);
[Desc("The range at which the worm launches an attack regardless of noise levels.")]
public readonly WRange IgnoreNoiseAttackRange = WRange.FromCells(3);
[Desc("The chance this actor has of disappearing after it attacks (in %).")]
public readonly int ChanceToDisappear = 80;
[Desc("Name of the sequence that is used when the actor is idle or moving (not attacking).")]
public readonly string IdleSequence = "idle";
public override object Create(ActorInitializer init) { return new Sandworm(init.Self, this); }
}
class Sandworm : Wanders, ITick, INotifyActorDisposing
{
public readonly SandwormInfo Info;
readonly WormManager manager;
readonly Lazy<Mobile> mobile;
readonly Lazy<RenderUnit> renderUnit;
readonly Lazy<AttackBase> attackTrait;
public bool IsMovingTowardTarget { get; private set; }
public bool IsAttacking;
int targetCountdown;
public Sandworm(Actor self, SandwormInfo info)
: base(self, info)
{
Info = info;
mobile = Exts.Lazy(self.Trait<Mobile>);
renderUnit = Exts.Lazy(self.Trait<RenderUnit>);
attackTrait = Exts.Lazy(self.Trait<AttackBase>);
manager = self.World.WorldActor.Trait<WormManager>();
}
public override void OnBecomingIdle(Actor self)
{
if (renderUnit.Value.DefaultAnimation.CurrentSequence.Name != Info.IdleSequence)
renderUnit.Value.DefaultAnimation.PlayRepeating("idle");
base.OnBecomingIdle(self);
}
public override void DoAction(Actor self, CPos targetCell)
{
IsMovingTowardTarget = false;
RescanForTargets(self);
if (IsMovingTowardTarget)
return;
self.QueueActivity(mobile.Value.MoveWithinRange(Target.FromCell(self.World, targetCell, SubCell.Any), WRange.FromCells(1)));
}
public void Tick(Actor self)
{
if (--targetCountdown > 0 || IsAttacking || !self.IsInWorld)
return;
RescanForTargets(self);
}
void RescanForTargets(Actor self)
{
targetCountdown = Info.TargetRescanInterval;
var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, Info.MaxSearchRadius);
var noiseDirection = WVec.Zero;
foreach (var actor in actorsInRange)
{
if (!actor.IsInWorld)
continue;
// TODO: Test if we really want to ignore actors that are on rock
if (!mobile.Value.CanEnterCell(actor.Location, null, false))
continue;
var noise = actor.TraitOrDefault<AttractsWorms>();
if (noise == null)
continue;
var distance = actor.CenterPosition - self.CenterPosition;
var length = distance.Length;
// Actor is too far to be heard
if (noise.Info.Range[noise.Info.Range.Length - 1].Range < length)
continue;
// If close enough, we don't care about other actors
if (length <= Info.IgnoreNoiseAttackRange.Range)
{
self.CancelActivity();
attackTrait.Value.ResolveOrder(self, new Order("Attack", actor, true) { TargetActor = actor });
return;
}
var direction = 1024 * distance / length;
var percentage = noise.GetNoisePercentageAtDistance(length);
noiseDirection += direction * noise.Info.Intensity * percentage / 100;
}
// No target was found
if (noiseDirection == WVec.Zero)
return;
var moveTo = self.World.Map.CellContaining(self.CenterPosition + noiseDirection);
while (!self.World.Map.Contains(moveTo) || !mobile.Value.CanEnterCell(moveTo, null, false))
{
noiseDirection /= 2;
moveTo = self.World.Map.CellContaining(self.CenterPosition + noiseDirection);
}
// Don't get stuck when the noise is distributed evenly! This will make the worm wander instead of trying to move to where it already is
if (moveTo == self.Location)
{
self.CancelActivity();
return;
}
self.QueueActivity(false, mobile.Value.MoveTo(moveTo, 3));
IsMovingTowardTarget = true;
}
bool disposed;
public void Disposing(Actor self)
{
if (disposed)
return;
manager.DecreaseWormCount();
disposed = true;
}
}
}