Files
OpenRA/OpenRA.Mods.Cnc/Traits/ConyardChronoReturn.cs
Paul Chote b856613194 Add ISingleInstanceInit interface.
Inits that are logically singletons (e.g. actor
location or owner) should implement this interface
to avoid runtime inconsistencies.

Duplicate instances are rejected at init-time,
allowing simpler queries when they are used.
2020-06-19 17:57:56 +02:00

261 lines
8.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Primitives;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
[Desc("Implements the special case handling for the Chronoshiftable return on a construction yard.",
"If ReturnOriginalActorOnCondition evaluates true and the actor is not being sold then OriginalActor will be returned to the origin.",
"Otherwise, a vortex animation is played and damage is dealt each tick, ignoring modifiers.")]
public class ConyardChronoReturnInfo : TraitInfo, Requires<HealthInfo>, Requires<WithSpriteBodyInfo>, IObservesVariablesInfo
{
[SequenceReference]
[Desc("Sequence name with the baked-in vortex animation")]
public readonly string Sequence = "pdox";
[Desc("Sprite body to play the vortex animation on.")]
public readonly string Body = "body";
[GrantedConditionReference]
[Desc("Condition to grant while the vortex animation plays.")]
public readonly string Condition = null;
[Desc("Amount of damage to apply each tick while the vortex animation plays.")]
public readonly int Damage = 1000;
[Desc("Apply the damage using these damagetypes.")]
public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
[ConsumedConditionReference]
[Desc("Boolean expression defining the condition under which to teleport a replacement actor instead of triggering the vortex.")]
public readonly BooleanExpression ReturnOriginalActorOnCondition = null;
[ActorReference(typeof(MobileInfo))]
[Desc("Replacement actor to create when ReturnOriginalActorOnCondition evaluates true.")]
public readonly string OriginalActor = "mcv";
[Desc("Facing of the returned actor.")]
public readonly int Facing = 96;
public readonly string ChronoshiftSound = "chrono2.aud";
[Desc("The color the bar of the 'return-to-origin' logic has.")]
public readonly Color TimeBarColor = Color.White;
public override object Create(ActorInitializer init) { return new ConyardChronoReturn(init, this); }
}
public class ConyardChronoReturn : ITick, ISync, IObservesVariables, ISelectionBar, INotifySold,
IDeathActorInitModifier, ITransformActorInitModifier
{
readonly ConyardChronoReturnInfo info;
readonly WithSpriteBody wsb;
readonly Health health;
readonly Actor self;
readonly string faction;
int conditionToken = Actor.InvalidConditionToken;
Actor chronosphere;
int duration;
bool returnOriginal;
bool selling;
[Sync]
int returnTicks = 0;
[Sync]
CPos origin;
[Sync]
bool triggered;
public ConyardChronoReturn(ActorInitializer init, ConyardChronoReturnInfo info)
{
this.info = info;
self = init.Self;
health = self.Trait<Health>();
wsb = self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == info.Body);
faction = init.GetValue<FactionInit, string>(self.Owner.Faction.InternalName);
var returnInit = init.GetOrDefault<ChronoshiftReturnInit>();
if (returnInit != null)
{
returnTicks = returnInit.Ticks;
duration = returnInit.Duration;
origin = returnInit.Origin;
// Defer to the end of tick as the lazy value may reference an actor that hasn't been created yet
if (returnInit.Chronosphere != null)
init.World.AddFrameEndTask(w => chronosphere = returnInit.Chronosphere.Actor(init.World).Value);
}
}
IEnumerable<VariableObserver> IObservesVariables.GetVariableObservers()
{
if (info.ReturnOriginalActorOnCondition != null)
yield return new VariableObserver(ReplacementConditionChanged, info.ReturnOriginalActorOnCondition.Variables);
}
void ReplacementConditionChanged(Actor self, IReadOnlyDictionary<string, int> conditions)
{
returnOriginal = info.ReturnOriginalActorOnCondition.Evaluate(conditions);
}
void TriggerVortex()
{
if (conditionToken == Actor.InvalidConditionToken)
conditionToken = self.GrantCondition(info.Condition);
triggered = true;
// Don't override the selling animation
if (selling)
return;
wsb.PlayCustomAnimation(self, info.Sequence, () =>
{
triggered = false;
if (conditionToken != Actor.InvalidConditionToken)
conditionToken = self.RevokeCondition(conditionToken);
});
}
CPos? ChooseBestDestinationCell(MobileInfo mobileInfo, CPos destination)
{
if (chronosphere == null)
return null;
if (mobileInfo.CanEnterCell(self.World, null, destination))
return destination;
var max = chronosphere.World.Map.Grid.MaximumTileSearchRange;
foreach (var tile in self.World.Map.FindTilesInCircle(destination, max))
if (chronosphere.Owner.Shroud.IsExplored(tile) && mobileInfo.CanEnterCell(self.World, null, tile))
return tile;
return null;
}
void ReturnToOrigin()
{
var selected = self.World.Selection.Contains(self);
var controlgroup = self.World.Selection.GetControlGroupForActor(self);
var mobileInfo = self.World.Map.Rules.Actors[info.OriginalActor].TraitInfo<MobileInfo>();
var destination = ChooseBestDestinationCell(mobileInfo, origin);
// Give up if there is no destination
// There's not much else we can do.
if (destination == null)
return;
foreach (var nt in self.TraitsImplementing<INotifyTransform>())
nt.OnTransform(self);
var init = new TypeDictionary
{
new LocationInit(destination.Value),
new OwnerInit(self.Owner),
new FacingInit(info.Facing),
new FactionInit(faction),
new HealthInit((int)(health.HP * 100L / health.MaxHP))
};
foreach (var modifier in self.TraitsImplementing<ITransformActorInitModifier>())
modifier.ModifyTransformActorInit(self, init);
var a = self.World.CreateActor(info.OriginalActor, init);
foreach (var nt in self.TraitsImplementing<INotifyTransform>())
nt.AfterTransform(a);
if (selected)
self.World.Selection.Add(a);
if (controlgroup.HasValue)
self.World.Selection.AddToControlGroup(a, controlgroup.Value);
Game.Sound.Play(SoundType.World, info.ChronoshiftSound, self.World.Map.CenterOfCell(destination.Value));
self.Dispose();
}
void ITick.Tick(Actor self)
{
if (self.WillDispose)
return;
if (triggered)
health.InflictDamage(self, chronosphere, new Damage(info.Damage, info.DamageTypes), true);
if (returnTicks <= 0 || --returnTicks > 0)
return;
if (returnOriginal && !selling)
ReturnToOrigin();
else
TriggerVortex();
// Trigger screen desaturate effect
foreach (var cpa in self.World.ActorsWithTrait<ChronoshiftPaletteEffect>())
cpa.Trait.Enable();
Game.Sound.Play(SoundType.World, info.ChronoshiftSound, self.CenterPosition);
if (chronosphere != null && self != chronosphere && !chronosphere.Disposed)
{
var building = chronosphere.TraitOrDefault<WithSpriteBody>();
if (building != null && building.DefaultAnimation.HasSequence("active"))
building.PlayCustomAnimation(chronosphere, "active");
}
}
void ModifyActorInit(TypeDictionary init)
{
if (returnTicks <= 0)
return;
init.Add(new ChronoshiftReturnInit(returnTicks, duration, origin, chronosphere));
}
void IDeathActorInitModifier.ModifyDeathActorInit(Actor self, TypeDictionary init) { ModifyActorInit(init); }
void ITransformActorInitModifier.ModifyTransformActorInit(Actor self, TypeDictionary init) { ModifyActorInit(init); }
void INotifySold.Sold(Actor self) { }
void INotifySold.Selling(Actor self)
{
selling = true;
}
// Show the remaining time as a bar
float ISelectionBar.GetValue()
{
// Otherwise an empty bar is rendered all the time
if (returnTicks == 0 || !self.Owner.IsAlliedWith(self.World.RenderPlayer))
return 0f;
return (float)returnTicks / duration;
}
Color ISelectionBar.GetColor() { return info.TimeBarColor; }
bool ISelectionBar.DisplayWhenEmpty { get { return false; } }
}
}