Files
OpenRA/OpenRA.Mods.Common/Scripting/Properties/GeneralProperties.cs
2024-10-04 15:11:27 +03:00

217 lines
5.6 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.Linq;
using Eluant;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Effects;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Scripting;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Scripting
{
[ExposedForDestroyedActors]
[ScriptPropertyGroup("General")]
public class BaseActorProperties : ScriptActorProperties
{
// Note: This class must not make any trait queries so that this
// remains safe to call on dead actors.
public BaseActorProperties(ScriptContext context, Actor self)
: base(context, self) { }
[Desc("Specifies whether the actor is in the world.")]
public bool IsInWorld
{
get => Self.IsInWorld;
set
{
if (value)
Self.World.AddFrameEndTask(w => w.Add(Self));
else
Self.World.AddFrameEndTask(w => w.Remove(Self));
}
}
[Desc("Specifies whether the actor is alive or dead.")]
public bool IsDead => Self.IsDead;
[Desc("Specifies whether the actor is idle (not performing any activities).")]
public bool IsIdle => Self.IsIdle;
[Desc("The player that owns the actor.")]
public Player Owner
{
get => Self.Owner;
set
{
if (value == null)
throw new LuaException($"Attempted to change the owner of actor '{Self}' to nil value.");
if (Self.Owner != value)
Self.ChangeOwner(value);
}
}
[Desc("The type of the actor (e.g. \"e1\").")]
public string Type => Self.Info.Name;
[Desc("Test whether an actor has a specific property.")]
public bool HasProperty(string name)
{
return Self.HasScriptProperty(name);
}
[Desc("Render a target flash on the actor.")]
public void Flash(Color color, int count = 2, int interval = 2, int delay = 0)
{
// TODO: We can't use floats with Lua, so use the default 0.5f here
Self.World.Add(new FlashTarget(Self, color, 0.5f, count, interval, delay));
}
[Desc("The effective owner of the actor.")]
public Player EffectiveOwner
{
get
{
if (Self.EffectiveOwner == null || Self.EffectiveOwner.Owner == null)
return Self.Owner;
return Self.EffectiveOwner.Owner;
}
}
}
[ScriptPropertyGroup("General")]
public class GeneralProperties : ScriptActorProperties
{
readonly IFacing facing;
readonly AutoTarget autotarget;
readonly ScriptTags scriptTags;
readonly Tooltip[] tooltips;
public GeneralProperties(ScriptContext context, Actor self)
: base(context, self)
{
facing = self.TraitOrDefault<IFacing>();
autotarget = self.TraitOrDefault<AutoTarget>();
scriptTags = self.TraitOrDefault<ScriptTags>();
tooltips = self.TraitsImplementing<Tooltip>().ToArray();
}
[Desc("The actor position in cell coordinates.")]
public CPos Location => Self.Location;
[Desc("The actor position in world coordinates.")]
public WPos CenterPosition => Self.CenterPosition;
[Desc("The direction that the actor is facing.")]
public WAngle Facing
{
get
{
if (facing == null)
throw new LuaException($"Actor '{Self}' doesn't define a facing");
return facing.Facing;
}
}
[ScriptActorPropertyActivity]
[Desc("Instantly moves the actor to the specified cell.")]
public void Teleport(CPos cell)
{
Self.QueueActivity(new SimpleTeleport(cell));
}
[ScriptActorPropertyActivity]
[Desc("Run an arbitrary Lua function.")]
public void CallFunc([ScriptEmmyTypeOverride("fun()")] LuaFunction func)
{
Self.QueueActivity(new CallLuaFunc(func, Context));
}
[ScriptActorPropertyActivity]
[Desc("Wait for a specified number of game ticks (25 ticks = 1 second).")]
public void Wait(int ticks)
{
Self.QueueActivity(new Wait(ticks));
}
[ScriptActorPropertyActivity]
[Desc("Remove the actor from the game, without triggering any death notification.")]
public void Destroy()
{
Self.QueueActivity(new RemoveSelf());
}
[Desc("Attempt to cancel any active activities.")]
public void Stop()
{
Self.CancelActivity();
}
[Desc("Current actor stance. Returns nil if this actor doesn't support stances.")]
public string Stance
{
get => autotarget?.Stance.ToString();
set
{
if (autotarget == null)
return;
if (!Enum<UnitStance>.TryParse(value, true, out var stance))
throw new LuaException($"Unknown stance type '{value}'");
autotarget.SetStance(Self, stance);
}
}
[Desc("The actor's tooltip name. Returns nil if the actor has no tooltip.")]
public string TooltipName
{
get
{
var tooltip = tooltips.FirstEnabledConditionalTraitOrDefault();
if (tooltip == null)
return null;
return FluentProvider.GetString(tooltip.Info.Name);
}
}
[Desc("Specifies whether or not the actor supports 'tags'.")]
public bool IsTaggable => scriptTags != null;
[Desc("Add a tag to the actor. Returns true on success, false otherwise (for example the actor may already have the given tag).")]
public bool AddTag(string tag)
{
return IsTaggable && scriptTags.AddTag(tag);
}
[Desc("Remove a tag from the actor. Returns true on success, false otherwise (tag was not present).")]
public bool RemoveTag(string tag)
{
return IsTaggable && scriptTags.RemoveTag(tag);
}
[Desc("Specifies whether or not the actor has a particular tag.")]
public bool HasTag(string tag)
{
return IsTaggable && scriptTags.HasTag(tag);
}
}
}