313 lines
10 KiB
C#
313 lines
10 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* 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.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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class ChronoshiftPowerInfo : SupportPowerInfo
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{
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[Desc("Target actor selection radius in cells.")]
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public readonly int Range = 1;
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[Desc("Seconds until returning after teleportation.")]
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public readonly int Duration = 30;
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[PaletteReference] public readonly string TargetOverlayPalette = TileSet.TerrainPaletteInternalName;
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public readonly string OverlaySpriteGroup = "overlay";
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[SequenceReference("OverlaySpriteGroup", true)] public readonly string ValidTileSequencePrefix = "target-valid-";
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[SequenceReference("OverlaySpriteGroup")] public readonly string InvalidTileSequence = "target-invalid";
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[SequenceReference("OverlaySpriteGroup")] public readonly string SourceTileSequence = "target-select";
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public readonly bool KillCargo = true;
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[Desc("Cursor sequence to use when selecting targets for the chronoshift.")]
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public readonly string SelectionCursor = "chrono-select";
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[Desc("Cursor sequence to use when targeting an area for the chronoshift.")]
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public readonly string TargetCursor = "chrono-target";
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[Desc("Cursor sequence to use when the targeted area is blocked.")]
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public readonly string TargetBlockedCursor = "move-blocked";
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public override object Create(ActorInitializer init) { return new ChronoshiftPower(init.Self, this); }
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}
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class ChronoshiftPower : SupportPower
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{
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public ChronoshiftPower(Actor self, ChronoshiftPowerInfo info) : base(self, info) { }
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public override void SelectTarget(Actor self, string order, SupportPowerManager manager)
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{
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Game.Sound.PlayToPlayer(manager.Self.Owner, Info.SelectTargetSound);
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self.World.OrderGenerator = new SelectChronoshiftTarget(Self.World, order, manager, this);
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}
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public override void Activate(Actor self, Order order, SupportPowerManager manager)
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{
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base.Activate(self, order, manager);
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foreach (var target in UnitsInRange(order.ExtraLocation))
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{
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var cs = target.Trait<Chronoshiftable>();
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var targetCell = target.Location + (order.TargetLocation - order.ExtraLocation);
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var cpi = Info as ChronoshiftPowerInfo;
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if (self.Owner.Shroud.IsExplored(targetCell) && cs.CanChronoshiftTo(target, targetCell))
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cs.Teleport(target, targetCell, cpi.Duration * 25, cpi.KillCargo, self);
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}
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}
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public IEnumerable<Actor> UnitsInRange(CPos xy)
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{
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var range = ((ChronoshiftPowerInfo)Info).Range;
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var tiles = Self.World.Map.FindTilesInCircle(xy, range);
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var units = new HashSet<Actor>();
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foreach (var t in tiles)
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units.UnionWith(Self.World.ActorMap.GetActorsAt(t));
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return units.Where(a => a.Info.HasTraitInfo<ChronoshiftableInfo>() &&
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!a.TraitsImplementing<IPreventsTeleport>().Any(condition => condition.PreventsTeleport(a)));
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}
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public bool SimilarTerrain(CPos xy, CPos sourceLocation)
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{
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if (!Self.Owner.Shroud.IsExplored(xy))
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return false;
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var range = ((ChronoshiftPowerInfo)Info).Range;
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var sourceTiles = Self.World.Map.FindTilesInCircle(xy, range);
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var destTiles = Self.World.Map.FindTilesInCircle(sourceLocation, range);
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using (var se = sourceTiles.GetEnumerator())
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using (var de = destTiles.GetEnumerator())
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while (se.MoveNext() && de.MoveNext())
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{
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var a = se.Current;
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var b = de.Current;
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if (!Self.Owner.Shroud.IsExplored(a) || !Self.Owner.Shroud.IsExplored(b))
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return false;
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if (Self.World.Map.GetTerrainIndex(a) != Self.World.Map.GetTerrainIndex(b))
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return false;
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}
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return true;
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}
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class SelectChronoshiftTarget : IOrderGenerator
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{
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readonly ChronoshiftPower power;
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readonly int range;
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readonly Sprite tile;
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readonly SupportPowerManager manager;
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readonly string order;
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public SelectChronoshiftTarget(World world, string order, SupportPowerManager manager, ChronoshiftPower power)
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{
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// Clear selection if using Left-Click Orders
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if (Game.Settings.Game.UseClassicMouseStyle)
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manager.Self.World.Selection.Clear();
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this.manager = manager;
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this.order = order;
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this.power = power;
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var info = (ChronoshiftPowerInfo)power.Info;
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range = info.Range;
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tile = world.Map.SequenceProvider.GetSequence(info.OverlaySpriteGroup, info.SourceTileSequence).GetSprite(0);
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}
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public IEnumerable<Order> Order(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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world.CancelInputMode();
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if (mi.Button == MouseButton.Left)
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world.OrderGenerator = new SelectDestination(world, order, manager, power, cell);
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yield break;
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}
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public void Tick(World world)
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{
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// Cancel the OG if we can't use the power
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if (!manager.Powers.ContainsKey(order))
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world.CancelInputMode();
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}
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public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world)
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{
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var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
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var targetUnits = power.UnitsInRange(xy).Where(a => !world.FogObscures(a));
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foreach (var unit in targetUnits)
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if (manager.Self.Owner.CanTargetActor(unit))
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yield return new SelectionBoxRenderable(unit, Color.Red);
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World world)
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{
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var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
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var tiles = world.Map.FindTilesInCircle(xy, range);
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var palette = wr.Palette(((ChronoshiftPowerInfo)power.Info).TargetOverlayPalette);
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foreach (var t in tiles)
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yield return new SpriteRenderable(tile, wr.World.Map.CenterOfCell(t), WVec.Zero, -511, palette, 1f, true);
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}
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public string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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return ((ChronoshiftPowerInfo)power.Info).SelectionCursor;
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}
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}
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class SelectDestination : IOrderGenerator
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{
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readonly ChronoshiftPower power;
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readonly CPos sourceLocation;
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readonly int range;
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readonly Sprite validTile, invalidTile, sourceTile;
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readonly SupportPowerManager manager;
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readonly string order;
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public SelectDestination(World world, string order, SupportPowerManager manager, ChronoshiftPower power, CPos sourceLocation)
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{
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this.manager = manager;
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this.order = order;
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this.power = power;
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this.sourceLocation = sourceLocation;
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var info = (ChronoshiftPowerInfo)power.Info;
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range = info.Range;
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var tileset = manager.Self.World.TileSet.Id.ToLowerInvariant();
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validTile = world.Map.SequenceProvider.GetSequence(info.OverlaySpriteGroup, info.ValidTileSequencePrefix + tileset).GetSprite(0);
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invalidTile = world.Map.SequenceProvider.GetSequence(info.OverlaySpriteGroup, info.InvalidTileSequence).GetSprite(0);
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sourceTile = world.Map.SequenceProvider.GetSequence(info.OverlaySpriteGroup, info.SourceTileSequence).GetSprite(0);
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}
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public IEnumerable<Order> Order(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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{
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world.CancelInputMode();
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yield break;
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}
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var ret = OrderInner(cell).FirstOrDefault();
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if (ret == null)
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yield break;
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world.CancelInputMode();
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yield return ret;
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}
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IEnumerable<Order> OrderInner(CPos xy)
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{
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// Cannot chronoshift into unexplored location
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if (IsValidTarget(xy))
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yield return new Order(order, manager.Self, false)
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{
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TargetLocation = xy,
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ExtraLocation = sourceLocation,
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SuppressVisualFeedback = true
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};
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}
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public void Tick(World world)
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{
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// Cancel the OG if we can't use the power
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if (!manager.Powers.ContainsKey(order))
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world.CancelInputMode();
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}
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public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world)
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{
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foreach (var unit in power.UnitsInRange(sourceLocation))
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if (manager.Self.Owner.CanTargetActor(unit))
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yield return new SelectionBoxRenderable(unit, Color.Red);
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World world)
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{
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var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
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var palette = wr.Palette(power.Info.IconPalette);
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// Source tiles
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foreach (var t in world.Map.FindTilesInCircle(sourceLocation, range))
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yield return new SpriteRenderable(sourceTile, wr.World.Map.CenterOfCell(t), WVec.Zero, -511, palette, 1f, true);
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// Destination tiles
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foreach (var t in world.Map.FindTilesInCircle(xy, range))
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yield return new SpriteRenderable(sourceTile, wr.World.Map.CenterOfCell(t), WVec.Zero, -511, palette, 1f, true);
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// Unit previews
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foreach (var unit in power.UnitsInRange(sourceLocation))
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{
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var offset = world.Map.CenterOfCell(xy) - world.Map.CenterOfCell(sourceLocation);
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if (manager.Self.Owner.CanTargetActor(unit))
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foreach (var r in unit.Render(wr))
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yield return r.OffsetBy(offset);
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}
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// Unit tiles
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foreach (var unit in power.UnitsInRange(sourceLocation))
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{
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if (manager.Self.Owner.CanTargetActor(unit))
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{
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var targetCell = unit.Location + (xy - sourceLocation);
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var canEnter = manager.Self.Owner.Shroud.IsExplored(targetCell) &&
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unit.Trait<Chronoshiftable>().CanChronoshiftTo(unit, targetCell);
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var tile = canEnter ? validTile : invalidTile;
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yield return new SpriteRenderable(tile, wr.World.Map.CenterOfCell(targetCell), WVec.Zero, -511, palette, 1f, true);
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}
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}
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}
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bool IsValidTarget(CPos xy)
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{
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var canTeleport = false;
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foreach (var unit in power.UnitsInRange(sourceLocation))
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{
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var targetCell = unit.Location + (xy - sourceLocation);
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if (manager.Self.Owner.Shroud.IsExplored(targetCell) && unit.Trait<Chronoshiftable>().CanChronoshiftTo(unit, targetCell))
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{
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canTeleport = true;
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break;
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}
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}
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if (!canTeleport)
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{
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// Check the terrain types. This will allow chronoshifts to occur on empty terrain to terrain of
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// a similar type. This also keeps the cursor from changing in non-visible property, alerting the
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// chronoshifter of enemy unit presence
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canTeleport = power.SimilarTerrain(sourceLocation, xy);
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}
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return canTeleport;
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}
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public string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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var powerInfo = (ChronoshiftPowerInfo)power.Info;
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return IsValidTarget(cell) ? powerInfo.TargetCursor : powerInfo.TargetBlockedCursor;
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}
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}
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}
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}
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