202 lines
6.0 KiB
C#
202 lines
6.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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 System.Linq;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Primitives;
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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("Actor can be captured by units in a specified proximity.")]
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public class ProximityCapturableInfo : ITraitInfo, IRulesetLoaded
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{
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[Desc("Maximum range at which a ProximityCaptor actor can initiate the capture.")]
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public readonly WDist Range = WDist.FromCells(5);
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[Desc("Allowed ProximityCaptor actors to capture this actor.")]
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public readonly BitSet<CaptureType> CaptorTypes = new BitSet<CaptureType>("Player", "Vehicle", "Tank", "Infantry");
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[Desc("If set, the capturing process stops immediately after another player comes into Range.")]
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public readonly bool MustBeClear = false;
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[Desc("If set, the ownership will not revert back when the captor leaves the area.")]
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public readonly bool Sticky = false;
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[Desc("If set, the actor can only be captured via this logic once.",
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"This option implies the `Sticky` behaviour as well.")]
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public readonly bool Permanent = false;
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public void RulesetLoaded(Ruleset rules, ActorInfo info)
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{
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var pci = rules.Actors["player"].TraitInfoOrDefault<ProximityCaptorInfo>();
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if (pci == null)
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throw new YamlException("ProximityCapturable requires the `Player` actor to have the ProximityCaptor trait.");
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}
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public object Create(ActorInitializer init) { return new ProximityCapturable(init.Self, this); }
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}
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public class ProximityCapturable : ITick, INotifyAddedToWorld, INotifyRemovedFromWorld, INotifyOwnerChanged
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{
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public readonly Player OriginalOwner;
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public bool Captured { get { return Self.Owner != OriginalOwner; } }
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public ProximityCapturableInfo Info;
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public Actor Self;
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readonly List<Actor> actorsInRange = new List<Actor>();
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int proximityTrigger;
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WPos prevPosition;
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bool skipTriggerUpdate;
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public ProximityCapturable(Actor self, ProximityCapturableInfo info)
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{
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Info = info;
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Self = self;
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OriginalOwner = self.Owner;
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}
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void INotifyAddedToWorld.AddedToWorld(Actor self)
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{
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if (skipTriggerUpdate)
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return;
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// TODO: Eventually support CellTriggers as well
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proximityTrigger = self.World.ActorMap.AddProximityTrigger(self.CenterPosition, Info.Range, WDist.Zero, ActorEntered, ActorLeft);
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}
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void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
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{
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if (skipTriggerUpdate)
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return;
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self.World.ActorMap.RemoveProximityTrigger(proximityTrigger);
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actorsInRange.Clear();
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}
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void ITick.Tick(Actor self)
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{
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if (!self.IsInWorld || self.CenterPosition == prevPosition)
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return;
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self.World.ActorMap.UpdateProximityTrigger(proximityTrigger, self.CenterPosition, Info.Range, WDist.Zero);
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prevPosition = self.CenterPosition;
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}
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void ActorEntered(Actor other)
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{
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if (skipTriggerUpdate || !CanBeCapturedBy(other))
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return;
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actorsInRange.Add(other);
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UpdateOwnership();
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}
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void ActorLeft(Actor other)
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{
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if (skipTriggerUpdate || !CanBeCapturedBy(other))
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return;
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actorsInRange.Remove(other);
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UpdateOwnership();
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}
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bool CanBeCapturedBy(Actor a)
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{
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if (a == Self)
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return false;
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var pc = a.Info.TraitInfoOrDefault<ProximityCaptorInfo>();
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return pc != null && pc.Types.Overlaps(Info.CaptorTypes);
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}
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bool IsClear(Actor self, Player captorOwner)
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{
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return actorsInRange
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.All(a => a.Owner == captorOwner || WorldUtils.AreMutualAllies(a.Owner, captorOwner));
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}
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void UpdateOwnership()
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{
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if (Captured && Info.Permanent)
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{
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// This area has been captured and cannot ever be re-captured, so we get rid of the
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// ProximityTrigger and ensure that it won't be recreated in AddedToWorld.
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skipTriggerUpdate = true;
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Self.World.ActorMap.RemoveProximityTrigger(proximityTrigger);
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return;
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}
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// The actor that has been in the area the longest will be the captor.
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// The previous implementation used the closest one, but that doesn't work with
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// ProximityTriggers since they only generate events when actors enter or leave.
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var captor = actorsInRange.FirstOrDefault();
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// The last unit left the area
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if (captor == null)
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{
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// Unless the Sticky option is set, we revert to the original owner.
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if (Captured && !Info.Sticky)
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ChangeOwnership(Self, OriginalOwner.PlayerActor);
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}
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else
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{
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if (Info.MustBeClear)
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{
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var isClear = IsClear(Self, captor.Owner);
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// An enemy unit has wandered into the area, so we've lost control of it.
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if (Captured && !isClear)
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ChangeOwnership(Self, OriginalOwner.PlayerActor);
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// We don't own the area yet, but it is clear from enemy units, so we take possession of it.
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else if (Self.Owner != captor.Owner && isClear)
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ChangeOwnership(Self, captor);
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}
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else
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{
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// In all other cases, we just take over.
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if (Self.Owner != captor.Owner)
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ChangeOwnership(Self, captor);
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}
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}
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}
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void ChangeOwnership(Actor self, Actor captor)
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{
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self.World.AddFrameEndTask(w =>
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{
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if (self.Disposed || captor.Disposed)
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return;
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// prevent (Added|Removed)FromWorld from firing during Actor.ChangeOwner
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skipTriggerUpdate = true;
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var previousOwner = self.Owner;
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self.ChangeOwner(captor.Owner);
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if (self.Owner == self.World.LocalPlayer)
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w.Add(new FlashTarget(self));
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var pc = captor.Info.TraitInfoOrDefault<ProximityCaptorInfo>();
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foreach (var t in self.TraitsImplementing<INotifyCapture>())
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t.OnCapture(self, captor, previousOwner, captor.Owner, pc.Types);
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});
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}
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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Game.RunAfterTick(() => skipTriggerUpdate = false);
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}
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}
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}
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