Files
OpenRA/OpenRA.Mods.Common/Traits/Conditions/GrantChargedConditionOnToggle.cs
Gustas e0d893b736 Raname GrantConditionOnDeployWithCharge to GrantChargedConditionOnToggle
Also allow deploying without cancelling current activity, and make saboteurs use it

(cherry picked from commit 8b4478260e95170f392ef00c1b06b76dfc29bf2b)
2024-12-27 16:38:07 +02:00

281 lines
8.4 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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 OpenRA.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Grant a condition via player orders for a specified amount of time.")]
public class GrantChargedConditionOnToggleInfo : PausableConditionalTraitInfo, IRulesetLoaded
{
[FieldLoader.Require]
[GrantedConditionReference]
[Desc("The condition to grant when enabled.")]
public readonly string ActivatedCondition = null;
[GrantedConditionReference]
[Desc("The condition to grant when charge is above " + nameof(ChargeThreshhold) + ".")]
public readonly string ChargedCondition = null;
[Desc("Charge to start with. If set to -1 the unit will start with full charge.")]
public readonly int InitialCharge = -1;
[Desc("Cooldown (in ticks) to reach full charge.")]
public readonly int ChargeDuration = 500;
[Desc("The amount of charge that needs to be present to turn on the condition. " +
"If set to -1, threshold is set to full charge. " +
"If activated without full charge " + nameof(ConditionDuration) + " is percentally smaller.")]
public readonly int ChargeThreshhold = -1;
[Desc("How long (in ticks) should the condition stay active?")]
public readonly int ConditionDuration = 1;
[Desc("Can " + nameof(ActivatedCondition) + " be turned off manually?")]
public readonly bool CanCancelCondition = false;
[Desc("Should we interrupt the current activity")]
public readonly bool CancelsCurrentActivity = false;
[CursorReference]
[Desc("Cursor to display when able to trigger a state change.")]
public readonly string Cursor = "deploy";
[CursorReference]
[Desc("Cursor to display when unable to trigger a state change.")]
public readonly string BlockedCursor = "deploy-blocked";
[Desc("Play a randomly selected sound from this list when turning on.")]
public readonly string[] ActivationSounds = null;
[Desc("Play a randomly selected sound from this list when turning off.")]
public readonly string[] DeactivattionSounds = null;
[VoiceReference]
public readonly string Voice = "Action";
[Desc("Color of the charge bar when deactivated.")]
public readonly Color DeactivatedColor = Color.Magenta;
[Desc("Color of the charge bar when activated.")]
public readonly Color ActivatedColor = Color.DarkMagenta;
[Desc("Should the charge bar be displayed when not charged or the trait is disabled?")]
public readonly bool DisplayBarWhenEmpty = true;
public override object Create(ActorInitializer init) { return new GrantChargedConditionOnToggle(this); }
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
base.RulesetLoaded(rules, ai);
if (ChargeDuration < 1)
throw new YamlException($"{nameof(ChargeDuration)} cannot be lower than 1.");
if (ConditionDuration < 1)
throw new YamlException($"{nameof(ConditionDuration)} cannot be lower than 1.");
}
}
public class GrantChargedConditionOnToggle : PausableConditionalTrait<GrantChargedConditionOnToggleInfo>,
IIssueOrder, IResolveOrder, ITick, ISelectionBar, IOrderVoice, ISync, IIssueDeployOrder
{
[Sync]
int chargeTick = 0;
bool isActive = false;
int activatedToken = Actor.InvalidConditionToken;
int chargedToken = Actor.InvalidConditionToken;
readonly int chargeThreshold;
readonly int activatedChargeThreshold;
public GrantChargedConditionOnToggle(GrantChargedConditionOnToggleInfo info)
: base(info)
{
chargeTick = info.InitialCharge < 0 || info.InitialCharge >= info.ChargeDuration ? Info.ChargeDuration : info.InitialCharge;
// PERF: Cache the conversions.
chargeThreshold = Info.ChargeThreshhold < 0 || Info.ChargeThreshhold > Info.ChargeDuration ? Info.ChargeDuration : Info.ChargeThreshhold;
activatedChargeThreshold = chargeThreshold * Info.ConditionDuration / Info.ChargeDuration;
}
protected override void TraitDisabled(Actor self)
{
base.TraitDisabled(self);
if (isActive)
Deactivate(self);
// Reset charge.
chargeTick = Info.InitialCharge < 0 || Info.InitialCharge > Info.ChargeDuration ? Info.ChargeDuration : Info.InitialCharge;
if (chargedToken != Actor.InvalidConditionToken)
chargedToken = self.RevokeCondition(chargedToken);
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "ActivateCondition" ? Info.Voice : null;
}
public IEnumerable<IOrderTargeter> Orders
{
get
{
if (!IsTraitDisabled)
yield return new DeployOrderTargeter("ActivateCondition", 5,
() => CanToggle() ? Info.Cursor : Info.BlockedCursor);
}
}
public Order IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued)
{
if (order.OrderID == "ActivateCondition")
return new Order(order.OrderID, self, queued);
return null;
}
Order IIssueDeployOrder.IssueDeployOrder(Actor self, bool queued)
{
return new Order("ActivateCondition", self, queued);
}
bool IIssueDeployOrder.CanIssueDeployOrder(Actor self, bool queued) { return queued || CanToggle(); }
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString != "ActivateCondition")
return;
if (order.Queued || Info.CancelsCurrentActivity)
self.QueueActivity(order.Queued, new ToggleChargedCondition(self, this));
else if (CanToggle())
ToggleState(self);
}
public bool CanToggle() => !IsTraitDisabled && !IsTraitPaused && ((!isActive && chargeTick >= chargeThreshold) || (isActive && Info.CanCancelCondition));
public void ToggleState(Actor self)
{
if (isActive)
{
// Keep the percentage of the unused charge.
chargeTick = chargeTick * Info.ChargeDuration / Info.ConditionDuration;
Deactivate(self);
}
else
{
// If activated without full charge, subtract from the activated duration.
chargeTick = chargeTick * Info.ConditionDuration / Info.ChargeDuration;
Activate(self);
}
}
void Activate(Actor self)
{
if (Info.ActivationSounds != null && Info.ActivationSounds.Length > 0)
Game.Sound.Play(SoundType.World, Info.ActivationSounds, self.World, self.CenterPosition);
if (activatedToken == Actor.InvalidConditionToken)
activatedToken = self.GrantCondition(Info.ActivatedCondition);
isActive = true;
}
void Deactivate(Actor self)
{
if (Info.DeactivattionSounds != null && Info.DeactivattionSounds.Length > 0)
Game.Sound.Play(SoundType.World, Info.DeactivattionSounds, self.World, self.CenterPosition);
if (activatedToken != Actor.InvalidConditionToken)
activatedToken = self.RevokeCondition(activatedToken);
isActive = false;
}
void ITick.Tick(Actor self)
{
if (IsTraitDisabled || IsTraitPaused)
return;
if (isActive)
{
if (chargeTick > 0)
chargeTick--;
else
Deactivate(self);
}
else
{
if (chargeTick < Info.ChargeDuration)
chargeTick++;
}
if (Info.ChargedCondition != null)
{
if (chargeTick < (isActive ? activatedChargeThreshold : chargeThreshold))
{
if (chargedToken != Actor.InvalidConditionToken)
chargedToken = self.RevokeCondition(chargedToken);
}
else
{
if (chargedToken == Actor.InvalidConditionToken)
chargedToken = self.GrantCondition(Info.ChargedCondition);
}
}
}
float ISelectionBar.GetValue()
{
if (IsTraitDisabled)
return 0f;
return isActive
? (float)chargeTick / Info.ConditionDuration
: (float)chargeTick / Info.ChargeDuration;
}
Color ISelectionBar.GetColor() { return isActive ? Info.ActivatedColor : Info.DeactivatedColor; }
bool ISelectionBar.DisplayWhenEmpty => Info.DisplayBarWhenEmpty;
}
public class ToggleChargedCondition : Activity
{
readonly GrantChargedConditionOnToggle toggle;
public ToggleChargedCondition(Actor self, GrantChargedConditionOnToggle toggle)
{
this.toggle = toggle;
}
protected override void OnFirstRun(Actor self)
{
if (toggle.CanToggle())
toggle.ToggleState(self);
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
if (NextActivity != null)
foreach (var n in NextActivity.TargetLineNodes(self))
yield return n;
}
}
}