Files
OpenRA/OpenRA.Mods.Common/ActorExts.cs
2019-01-26 22:53:46 +00:00

124 lines
3.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common
{
public static class ActorExts
{
public static bool IsAtGroundLevel(this Actor self)
{
if (self.OccupiesSpace == null)
return false;
if (!self.IsInWorld)
return false;
var map = self.World.Map;
if (!map.Contains(self.Location))
return false;
return map.DistanceAboveTerrain(self.CenterPosition).Length == 0;
}
public static bool AppearsFriendlyTo(this Actor self, Actor toActor)
{
var stance = toActor.Owner.Stances[self.Owner];
if (stance == Stance.Ally)
return true;
if (self.EffectiveOwner != null && self.EffectiveOwner.Disguised && !toActor.Info.HasTraitInfo<IgnoresDisguiseInfo>())
return toActor.Owner.Stances[self.EffectiveOwner.Owner] == Stance.Ally;
return false;
}
public static bool AppearsHostileTo(this Actor self, Actor toActor)
{
var stance = toActor.Owner.Stances[self.Owner];
if (stance == Stance.Ally)
return false; /* otherwise, we'll hate friendly disguised spies */
if (self.EffectiveOwner != null && self.EffectiveOwner.Disguised && !toActor.Info.HasTraitInfo<IgnoresDisguiseInfo>())
return toActor.Owner.Stances[self.EffectiveOwner.Owner] == Stance.Enemy;
return stance == Stance.Enemy;
}
/// <summary>
/// DEPRECATED: Write code that can handle FrozenActors correctly instead.
/// </summary>
public static Target ResolveFrozenActorOrder(this Actor self, Order order, Color targetLineColor)
{
// Not targeting a frozen actor
if (order.Target.Type != TargetType.FrozenActor)
return order.Target;
var frozen = order.Target.FrozenActor;
self.SetTargetLine(order.Target, targetLineColor, true);
// Target is still alive - resolve the real order
if (frozen.Actor != null && frozen.Actor.IsInWorld)
return Target.FromActor(frozen.Actor);
if (!order.Queued)
self.CancelActivity();
var move = self.TraitOrDefault<IMove>();
if (move != null)
{
// Move within sight range of the frozen actor
var range = self.TraitsImplementing<RevealsShroud>()
.Where(s => !s.IsTraitDisabled)
.Select(s => s.Range)
.Append(WDist.FromCells(2))
.Max();
self.QueueActivity(move.MoveWithinRange(Target.FromPos(frozen.CenterPosition), range,
targetLineColor: targetLineColor));
}
return Target.Invalid;
}
public static void NotifyBlocker(this Actor self, IEnumerable<Actor> blockers)
{
foreach (var blocker in blockers)
{
foreach (var moveBlocked in blocker.TraitsImplementing<INotifyBlockingMove>())
moveBlocked.OnNotifyBlockingMove(blocker, self);
}
}
public static void NotifyBlocker(this Actor self, CPos position)
{
NotifyBlocker(self, self.World.ActorMap.GetActorsAt(position));
}
public static void NotifyBlocker(this Actor self, IEnumerable<CPos> positions)
{
NotifyBlocker(self, positions.SelectMany(p => self.World.ActorMap.GetActorsAt(p)));
}
public static CPos ClosestCell(this Actor self, IEnumerable<CPos> cells)
{
return cells.MinByOrDefault(c => (self.Location - c).LengthSquared);
}
}
}