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OpenRA/OpenRA.Mods.RA/Traits/SupportPowers/ChronoshiftPower.cs

291 lines
9.3 KiB
C#

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