141 lines
4.4 KiB
C#
141 lines
4.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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.Linq;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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class DemolitionInfo : TraitInfo
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{
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[Desc("Delay to demolish the target once the explosive device is planted. " +
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"Measured in game ticks. Default is 1.8 seconds.")]
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public readonly int DetonationDelay = 45;
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[Desc("Number of times to flash the target.")]
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public readonly int Flashes = 3;
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[Desc("Delay before the flashing starts.")]
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public readonly int FlashesDelay = 4;
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[Desc("Interval between each flash.")]
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public readonly int FlashInterval = 4;
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[Desc("Behaviour when entering the structure.",
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"Possible values are Exit, Suicide, Dispose.")]
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public readonly EnterBehaviour EnterBehaviour = EnterBehaviour.Exit;
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[Desc("Types of damage that this trait causes. Leave empty for no damage types.")]
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public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
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[VoiceReference]
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[Desc("Voice string when planting explosive charges.")]
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public readonly string Voice = "Action";
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public readonly Stance TargetStances = Stance.Enemy | Stance.Neutral;
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public readonly Stance ForceTargetStances = Stance.Enemy | Stance.Neutral | Stance.Ally;
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[Desc("Cursor to display when hovering over a demolishable target.")]
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public readonly string Cursor = "c4";
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public override object Create(ActorInitializer init) { return new Demolition(this); }
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}
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class Demolition : IIssueOrder, IResolveOrder, IOrderVoice
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{
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readonly DemolitionInfo info;
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public Demolition(DemolitionInfo info)
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{
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this.info = info;
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get { yield return new DemolitionOrderTargeter(info); }
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order.OrderID != "C4")
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return null;
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return new Order(order.OrderID, self, target, queued);
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString != "C4")
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return;
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if (order.Target.Type == TargetType.Actor)
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{
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var demolishables = order.Target.Actor.TraitsImplementing<IDemolishable>();
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if (!demolishables.Any(i => i.IsValidTarget(order.Target.Actor, self)))
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return;
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}
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self.QueueActivity(order.Queued, new Demolish(self, order.Target, info.EnterBehaviour, info.DetonationDelay,
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info.Flashes, info.FlashesDelay, info.FlashInterval, info.DamageTypes));
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self.ShowTargetLines();
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "C4" ? info.Voice : null;
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}
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class DemolitionOrderTargeter : UnitOrderTargeter
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{
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readonly DemolitionInfo info;
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public DemolitionOrderTargeter(DemolitionInfo info)
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: base("C4", 6, info.Cursor, true, true)
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{
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this.info = info;
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}
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public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
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{
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// Obey force moving onto bridges
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if (modifiers.HasModifier(TargetModifiers.ForceMove))
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return false;
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var stance = self.Owner.Stances[target.Owner];
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if (!info.TargetStances.HasStance(stance) && !modifiers.HasModifier(TargetModifiers.ForceAttack))
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return false;
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if (!info.ForceTargetStances.HasStance(stance) && modifiers.HasModifier(TargetModifiers.ForceAttack))
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return false;
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return target.TraitsImplementing<IDemolishable>().Any(i => i.IsValidTarget(target, self));
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}
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public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
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{
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var stance = self.Owner.Stances[target.Owner];
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if (!info.TargetStances.HasStance(stance) && !modifiers.HasModifier(TargetModifiers.ForceAttack))
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return false;
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if (!info.ForceTargetStances.HasStance(stance) && modifiers.HasModifier(TargetModifiers.ForceAttack))
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return false;
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return target.Info.TraitInfos<IDemolishableInfo>().Any(i => i.IsValidTarget(target.Info, self));
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}
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}
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}
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}
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