Files
OpenRA/OpenRA.Mods.Cnc/Traits/TDGunboat.cs
2019-03-04 18:26:42 +00:00

220 lines
6.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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.Activities;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
public class TDGunboatInfo : ITraitInfo, IPositionableInfo, IFacingInfo, IMoveInfo, IActorPreviewInitInfo
{
public readonly int Speed = 28;
[Desc("Facing to use when actor spawns. Only 64 and 192 supported.")]
public readonly int InitialFacing = 64;
[Desc("Facing to use for actor previews (map editor, color picker, etc). Only 64 and 192 supported.")]
public readonly int PreviewFacing = 64;
public virtual object Create(ActorInitializer init) { return new TDGunboat(init, this); }
public int GetInitialFacing() { return InitialFacing; }
IEnumerable<object> IActorPreviewInitInfo.ActorPreviewInits(ActorInfo ai, ActorPreviewType type)
{
yield return new FacingInit(PreviewFacing);
}
public IReadOnlyDictionary<CPos, SubCell> OccupiedCells(ActorInfo info, CPos location, SubCell subCell = SubCell.Any)
{
var occupied = new Dictionary<CPos, SubCell>() { { location, SubCell.FullCell } };
return new ReadOnlyDictionary<CPos, SubCell>(occupied);
}
bool IOccupySpaceInfo.SharesCell { get { return false; } }
// Used to determine if actor can spawn
public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, bool checkTransientActors = false)
{
if (!world.Map.Contains(cell))
return false;
return true;
}
}
public class TDGunboat : ITick, ISync, IFacing, IPositionable, IMove, IDeathActorInitModifier,
INotifyCreated, INotifyAddedToWorld, INotifyRemovedFromWorld, IActorPreviewInitModifier
{
public readonly TDGunboatInfo Info;
readonly Actor self;
IEnumerable<int> speedModifiers;
[Sync] public int Facing { get; set; }
[Sync] public WPos CenterPosition { get; private set; }
public CPos TopLeft { get { return self.World.Map.CellContaining(CenterPosition); } }
// Isn't used anyway
public int TurnSpeed { get { return 255; } }
CPos cachedLocation;
public TDGunboat(ActorInitializer init, TDGunboatInfo info)
{
Info = info;
self = init.Self;
if (init.Contains<LocationInit>())
SetPosition(self, init.Get<LocationInit, CPos>());
if (init.Contains<CenterPositionInit>())
SetPosition(self, init.Get<CenterPositionInit, WPos>());
Facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : Info.GetInitialFacing();
// Prevent mappers from setting bogus facings
if (Facing != 64 && Facing != 192)
Facing = Facing > 127 ? 192 : 64;
}
void INotifyCreated.Created(Actor self)
{
speedModifiers = self.TraitsImplementing<ISpeedModifier>().ToArray().Select(sm => sm.GetSpeedModifier());
cachedLocation = self.Location;
}
void INotifyAddedToWorld.AddedToWorld(Actor self)
{
self.World.AddToMaps(self, this);
}
void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
{
self.World.RemoveFromMaps(self, this);
}
void ITick.Tick(Actor self)
{
if (cachedLocation != self.Location)
{
// If the actor just left the map, switch facing
if (!self.World.Map.Contains(self.Location))
Turn();
}
cachedLocation = self.Location;
SetVisualPosition(self, self.CenterPosition + MoveStep(Facing));
}
void Turn()
{
if (Facing == 64)
Facing = 192;
else
Facing = 64;
}
int MovementSpeed
{
get { return Util.ApplyPercentageModifiers(Info.Speed, speedModifiers); }
}
public Pair<CPos, SubCell>[] OccupiedCells() { return new[] { Pair.New(TopLeft, SubCell.FullCell) }; }
WVec MoveStep(int facing)
{
return MoveStep(MovementSpeed, facing);
}
WVec MoveStep(int speed, int facing)
{
var dir = new WVec(0, -1024, 0).Rotate(WRot.FromFacing(facing));
return speed * dir / 1024;
}
void IDeathActorInitModifier.ModifyDeathActorInit(Actor self, TypeDictionary init)
{
init.Add(new FacingInit(Facing));
}
public bool CanExistInCell(CPos cell) { return true; }
public bool IsLeavingCell(CPos location, SubCell subCell = SubCell.Any) { return false; }
public bool CanEnterCell(CPos cell, Actor ignoreActor = null, bool checkTransientActors = false) { return true; }
public SubCell GetValidSubCell(SubCell preferred) { return SubCell.Invalid; }
public SubCell GetAvailableSubCell(CPos a, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, bool checkTransientActors = true)
{
// Does not use any subcell
return SubCell.Invalid;
}
public void SetVisualPosition(Actor self, WPos pos) { SetPosition(self, pos); }
public void SetPosition(Actor self, CPos cell, SubCell subCell = SubCell.Any)
{
SetPosition(self, self.World.Map.CenterOfCell(cell));
}
public void SetPosition(Actor self, WPos pos)
{
CenterPosition = pos;
if (!self.IsInWorld)
return;
self.World.UpdateMaps(self, this);
}
public Activity MoveTo(CPos cell, int nearEnough) { return null; }
public Activity MoveTo(CPos cell, Actor ignoreActor) { return null; }
public Activity MoveWithinRange(Target target, WDist range,
WPos? initialTargetPosition = null, Color? targetLineColor = null) { return null; }
public Activity MoveWithinRange(Target target, WDist minRange, WDist maxRange,
WPos? initialTargetPosition = null, Color? targetLineColor = null) { return null; }
public Activity MoveFollow(Actor self, Target target, WDist minRange, WDist maxRange,
WPos? initialTargetPosition = null, Color? targetLineColor = null) { return null; }
public Activity MoveIntoWorld(Actor self, CPos cell, SubCell subCell = SubCell.Any) { return null; }
public Activity MoveToTarget(Actor self, Target target,
WPos? initialTargetPosition = null, Color? targetLineColor = null) { return null; }
public Activity MoveIntoTarget(Actor self, Target target) { return null; }
public Activity VisualMove(Actor self, WPos fromPos, WPos toPos) { return null; }
public int EstimatedMoveDuration(Actor self, WPos fromPos, WPos toPos)
{
return (toPos - fromPos).Length / Info.Speed;
}
public CPos NearestMoveableCell(CPos cell) { return cell; }
// Actors with TDGunboat always move
public bool IsMoving { get { return true; } set { } }
public bool IsMovingVertically { get { return false; } set { } }
public bool CanEnterTargetNow(Actor self, Target target)
{
return false;
}
void IActorPreviewInitModifier.ModifyActorPreviewInit(Actor self, TypeDictionary inits)
{
if (!inits.Contains<DynamicFacingInit>() && !inits.Contains<FacingInit>())
inits.Add(new DynamicFacingInit(() => Facing));
}
}
}