Files
OpenRA/OpenRA.Mods.Common/Traits/ProximityCapturable.cs
2020-11-15 16:37:51 +01:00

196 lines
5.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.Mods.Common.Effects;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Actor can be captured by units in a specified proximity.")]
public class ProximityCapturableInfo : TraitInfo, IRulesetLoaded
{
[Desc("Maximum range at which a ProximityCaptor actor can initiate the capture.")]
public readonly WDist Range = WDist.FromCells(5);
[Desc("Allowed ProximityCaptor actors to capture this actor.")]
public readonly BitSet<CaptureType> CaptorTypes = new BitSet<CaptureType>("Player", "Vehicle", "Tank", "Infantry");
[Desc("If set, the capturing process stops immediately after another player comes into Range.")]
public readonly bool MustBeClear = false;
[Desc("If set, the ownership will not revert back when the captor leaves the area.")]
public readonly bool Sticky = false;
[Desc("If set, the actor can only be captured via this logic once.",
"This option implies the `Sticky` behaviour as well.")]
public readonly bool Permanent = false;
public void RulesetLoaded(Ruleset rules, ActorInfo info)
{
var pci = rules.Actors["player"].TraitInfoOrDefault<ProximityCaptorInfo>();
if (pci == null)
throw new YamlException("ProximityCapturable requires the `Player` actor to have the ProximityCaptor trait.");
}
public override object Create(ActorInitializer init) { return new ProximityCapturable(init.Self, this); }
}
public class ProximityCapturable : ITick, INotifyAddedToWorld, INotifyRemovedFromWorld, INotifyOwnerChanged
{
public readonly Player OriginalOwner;
public bool Captured { get { return Self.Owner != OriginalOwner; } }
public ProximityCapturableInfo Info;
public Actor Self;
readonly List<Actor> actorsInRange = new List<Actor>();
int proximityTrigger;
WPos prevPosition;
bool skipTriggerUpdate;
public ProximityCapturable(Actor self, ProximityCapturableInfo info)
{
Info = info;
Self = self;
OriginalOwner = self.Owner;
}
void INotifyAddedToWorld.AddedToWorld(Actor self)
{
if (skipTriggerUpdate)
return;
// TODO: Eventually support CellTriggers as well
proximityTrigger = self.World.ActorMap.AddProximityTrigger(self.CenterPosition, Info.Range, WDist.Zero, ActorEntered, ActorLeft);
}
void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
{
if (skipTriggerUpdate)
return;
self.World.ActorMap.RemoveProximityTrigger(proximityTrigger);
actorsInRange.Clear();
}
void ITick.Tick(Actor self)
{
if (!self.IsInWorld || self.CenterPosition == prevPosition)
return;
self.World.ActorMap.UpdateProximityTrigger(proximityTrigger, self.CenterPosition, Info.Range, WDist.Zero);
prevPosition = self.CenterPosition;
}
void ActorEntered(Actor other)
{
if (skipTriggerUpdate || !CanBeCapturedBy(other))
return;
actorsInRange.Add(other);
UpdateOwnership();
}
void ActorLeft(Actor other)
{
if (skipTriggerUpdate || !CanBeCapturedBy(other))
return;
actorsInRange.Remove(other);
UpdateOwnership();
}
bool CanBeCapturedBy(Actor a)
{
if (a == Self)
return false;
var pc = a.Info.TraitInfoOrDefault<ProximityCaptorInfo>();
return pc != null && pc.Types.Overlaps(Info.CaptorTypes);
}
void UpdateOwnership()
{
if (Captured && Info.Permanent)
{
// This area has been captured and cannot ever be re-captured, so we get rid of the
// ProximityTrigger and ensure that it won't be recreated in AddedToWorld.
skipTriggerUpdate = true;
Self.World.ActorMap.RemoveProximityTrigger(proximityTrigger);
return;
}
// The actor that has been in the area the longest will be the captor.
// The previous implementation used the closest one, but that doesn't work with
// ProximityTriggers since they only generate events when actors enter or leave.
var captor = actorsInRange.FirstOrDefault();
// The last unit left the area
if (captor == null)
{
// Unless the Sticky option is set, we revert to the original owner.
if (Captured && !Info.Sticky)
ChangeOwnership(Self, OriginalOwner.PlayerActor);
}
else
{
if (Info.MustBeClear)
{
var isClear = actorsInRange.All(a => captor.Owner.RelationshipWith(a.Owner) == PlayerRelationship.Ally);
// An enemy unit has wandered into the area, so we've lost control of it.
if (Captured && !isClear)
ChangeOwnership(Self, OriginalOwner.PlayerActor);
// We don't own the area yet, but it is clear from enemy units, so we take possession of it.
else if (Self.Owner != captor.Owner && isClear)
ChangeOwnership(Self, captor);
}
else
{
// In all other cases, we just take over.
if (Self.Owner != captor.Owner)
ChangeOwnership(Self, captor);
}
}
}
void ChangeOwnership(Actor self, Actor captor)
{
self.World.AddFrameEndTask(w =>
{
if (self.Disposed || captor.Disposed)
return;
// prevent (Added|Removed)FromWorld from firing during Actor.ChangeOwner
skipTriggerUpdate = true;
var previousOwner = self.Owner;
self.ChangeOwner(captor.Owner);
if (self.Owner == self.World.LocalPlayer)
w.Add(new FlashTarget(self));
var pc = captor.Info.TraitInfoOrDefault<ProximityCaptorInfo>();
foreach (var t in self.TraitsImplementing<INotifyCapture>())
t.OnCapture(self, captor, previousOwner, captor.Owner, pc.Types);
});
}
void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
Game.RunAfterTick(() => skipTriggerUpdate = false);
}
}
}