106 lines
2.8 KiB
C#
106 lines
2.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2018 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("This actor can be captured by a unit with ExternalCaptures: trait.")]
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public class ExternalCapturableInfo : ConditionalTraitInfo
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{
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[Desc("CaptureTypes (from the ExternalCaptures trait) that are able to capture this.")]
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public readonly HashSet<string> Types = new HashSet<string>() { "building" };
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[Desc("What diplomatic stances can be captured by this actor.")]
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public readonly Stance ValidStances = Stance.Neutral | Stance.Enemy;
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[Desc("Seconds it takes to change the owner.", "You might want to add a ExternalCapturableBar: trait, too.")]
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public readonly int CaptureCompleteTime = 15;
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[Desc("Whether to prevent autotargeting this actor while it is being captured by an ally.")]
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public readonly bool PreventsAutoTarget = true;
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public bool CanBeTargetedBy(Actor captor, Player owner)
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{
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var c = captor.Info.TraitInfoOrDefault<ExternalCapturesInfo>();
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if (c == null)
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return false;
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var stance = owner.Stances[captor.Owner];
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if (!ValidStances.HasStance(stance))
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return false;
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if (!c.CaptureTypes.Overlaps(Types))
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return false;
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return true;
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}
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public override object Create(ActorInitializer init) { return new ExternalCapturable(init.Self, this); }
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}
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public class ExternalCapturable : ConditionalTrait<ExternalCapturableInfo>, ITick, ISync, IPreventsAutoTarget
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{
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[Sync] public int CaptureProgressTime = 0;
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[Sync] public Actor Captor;
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public bool CaptureInProgress { get { return Captor != null; } }
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readonly Building building;
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public ExternalCapturable(Actor self, ExternalCapturableInfo info)
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: base(info)
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{
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building = self.TraitOrDefault<Building>();
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}
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public void BeginCapture(Actor captor)
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{
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if (building != null)
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building.Lock();
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Captor = captor;
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}
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public void EndCapture()
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{
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if (building != null)
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building.Unlock();
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Captor = null;
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}
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void ITick.Tick(Actor self)
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{
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if (Captor != null && (!Captor.IsInWorld || Captor.IsDead))
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EndCapture();
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if (!CaptureInProgress)
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CaptureProgressTime = 0;
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else
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CaptureProgressTime++;
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}
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public bool PreventsAutoTarget(Actor self, Actor attacker)
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{
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return Info.PreventsAutoTarget && Captor != null && attacker.AppearsFriendlyTo(Captor);
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}
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public bool CanBeTargetedBy(Actor captor, Player owner)
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{
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if (IsTraitDisabled)
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return false;
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return Info.CanBeTargetedBy(captor, owner);
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}
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}
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}
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