Files
OpenRA/OpenRA.Mods.Common/Activities/Transform.cs
2021-12-06 13:19:28 +01:00

174 lines
4.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 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;
using System.Collections.Generic;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class Transform : Activity
{
public readonly string ToActor;
public CVec Offset = CVec.Zero;
public WAngle Facing = new WAngle(384);
public string[] Sounds = Array.Empty<string>();
public string Notification = null;
public int ForceHealthPercentage = 0;
public bool SkipMakeAnims = false;
public string Faction = null;
public Transform(string toActor)
{
ToActor = toActor;
}
protected override void OnFirstRun(Actor self)
{
if (self.Info.HasTraitInfo<IFacingInfo>())
QueueChild(new Turn(self, Facing));
if (self.Info.HasTraitInfo<AircraftInfo>())
QueueChild(new Land(self));
}
public override bool Tick(Actor self)
{
if (IsCanceling)
return true;
// Prevent deployment in bogus locations
var transforms = self.TraitOrDefault<Transforms>();
if (transforms != null && !transforms.CanDeploy())
return true;
foreach (var nt in self.TraitsImplementing<INotifyTransform>())
nt.BeforeTransform(self);
var makeAnimation = self.TraitOrDefault<WithMakeAnimation>();
if (!SkipMakeAnims && makeAnimation != null)
{
// Once the make animation starts the activity must not be stopped anymore.
IsInterruptible = false;
// Wait forever
QueueChild(new WaitFor(() => false));
makeAnimation.Reverse(self, () => DoTransform(self));
return false;
}
DoTransform(self);
return true;
}
void DoTransform(Actor self)
{
// This activity may be buried as a child within one or more parents
// We need to consider the top-level activities when transferring orders to the new actor!
var currentActivity = self.CurrentActivity;
self.World.AddFrameEndTask(w =>
{
if (self.IsDead || self.WillDispose)
return;
foreach (var nt in self.TraitsImplementing<INotifyTransform>())
nt.OnTransform(self);
var selected = w.Selection.Contains(self);
var controlgroup = w.Selection.GetControlGroupForActor(self);
self.Dispose();
foreach (var s in Sounds)
Game.Sound.PlayToPlayer(SoundType.World, self.Owner, s, self.CenterPosition);
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Notification, self.Owner.Faction.InternalName);
var init = new TypeDictionary
{
new LocationInit(self.Location + Offset),
new OwnerInit(self.Owner),
new FacingInit(Facing),
};
if (SkipMakeAnims)
init.Add(new SkipMakeAnimsInit());
if (Faction != null)
init.Add(new FactionInit(Faction));
var health = self.TraitOrDefault<IHealth>();
if (health != null)
{
// Cast to long to avoid overflow when multiplying by the health
var newHP = ForceHealthPercentage > 0 ? ForceHealthPercentage : (int)(health.HP * 100L / health.MaxHP);
init.Add(new HealthInit(newHP));
}
foreach (var modifier in self.TraitsImplementing<ITransformActorInitModifier>())
modifier.ModifyTransformActorInit(self, init);
var a = w.CreateActor(ToActor, init);
foreach (var nt in self.TraitsImplementing<INotifyTransform>())
nt.AfterTransform(a);
// Use self.CurrentActivity to capture the parent activity if Transform is a child
foreach (var transfer in currentActivity.ActivitiesImplementing<IssueOrderAfterTransform>(false))
{
if (transfer.IsCanceling)
continue;
var order = transfer.IssueOrderForTransformedActor(a);
foreach (var t in a.TraitsImplementing<IResolveOrder>())
t.ResolveOrder(a, order);
}
self.ReplacedByActor = a;
if (selected)
w.Selection.Add(a);
if (controlgroup.HasValue)
w.Selection.AddToControlGroup(a, controlgroup.Value);
});
}
}
class IssueOrderAfterTransform : Activity
{
readonly string orderString;
readonly Target target;
readonly Color? targetLineColor;
public IssueOrderAfterTransform(string orderString, in Target target, Color? targetLineColor = null)
{
this.orderString = orderString;
this.target = target;
this.targetLineColor = targetLineColor;
}
public Order IssueOrderForTransformedActor(Actor newActor)
{
return new Order(orderString, newActor, target, true);
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
if (targetLineColor != null)
yield return new TargetLineNode(target, targetLineColor.Value);
}
}
}