Files
OpenRA/OpenRA.Mods.Cnc/Traits/MadTank.cs

220 lines
7.0 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.Activities;
using OpenRA.GameRules;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
class MadTankInfo : ITraitInfo, IRulesetLoaded, Requires<ExplodesInfo>, Requires<WithFacingSpriteBodyInfo>
{
[SequenceReference] public readonly string ThumpSequence = "piston";
public readonly int ThumpInterval = 8;
[WeaponReference]
public readonly string ThumpDamageWeapon = "MADTankThump";
public readonly int ThumpShakeIntensity = 3;
public readonly float2 ThumpShakeMultiplier = new float2(1, 0);
public readonly int ThumpShakeTime = 10;
[Desc("Measured in ticks.")]
public readonly int ChargeDelay = 96;
public readonly string ChargeSound = "madchrg2.aud";
[Desc("Measured in ticks.")]
public readonly int DetonationDelay = 42;
public readonly string DetonationSound = "madexplo.aud";
[WeaponReference]
public readonly string DetonationWeapon = "MADTankDetonate";
[ActorReference]
public readonly string DriverActor = "e1";
[VoiceReference] public readonly string Voice = "Action";
[GrantedConditionReference]
[Desc("The condition to grant to self while deployed.")]
public readonly string DeployedCondition = null;
public WeaponInfo ThumpDamageWeaponInfo { get; private set; }
public WeaponInfo DetonationWeaponInfo { get; private set; }
[Desc("Types of damage that this trait causes to self while self-destructing. Leave empty for no damage types.")]
public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
public object Create(ActorInitializer init) { return new MadTank(init.Self, this); }
public void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
WeaponInfo thumpDamageWeapon;
WeaponInfo detonationWeapon;
var thumpDamageWeaponToLower = (ThumpDamageWeapon ?? string.Empty).ToLowerInvariant();
var detonationWeaponToLower = (DetonationWeapon ?? string.Empty).ToLowerInvariant();
if (!rules.Weapons.TryGetValue(thumpDamageWeaponToLower, out thumpDamageWeapon))
throw new YamlException("Weapons Ruleset does not contain an entry '{0}'".F(thumpDamageWeaponToLower));
if (!rules.Weapons.TryGetValue(detonationWeaponToLower, out detonationWeapon))
throw new YamlException("Weapons Ruleset does not contain an entry '{0}'".F(detonationWeaponToLower));
ThumpDamageWeaponInfo = thumpDamageWeapon;
DetonationWeaponInfo = detonationWeapon;
}
}
class MadTank : INotifyCreated, IIssueOrder, IResolveOrder, IOrderVoice, ITick, IIssueDeployOrder
{
readonly Actor self;
readonly MadTankInfo info;
readonly WithFacingSpriteBody wfsb;
readonly ScreenShaker screenShaker;
ConditionManager conditionManager;
bool deployed;
int tick;
public MadTank(Actor self, MadTankInfo info)
{
this.self = self;
this.info = info;
wfsb = self.Trait<WithFacingSpriteBody>();
screenShaker = self.World.WorldActor.Trait<ScreenShaker>();
}
void INotifyCreated.Created(Actor self)
{
conditionManager = self.TraitOrDefault<ConditionManager>();
}
void ITick.Tick(Actor self)
{
if (!deployed)
return;
if (++tick >= info.ThumpInterval)
{
if (info.ThumpDamageWeapon != null)
{
// Use .FromPos since this weapon needs to affect more than just the MadTank actor
info.ThumpDamageWeaponInfo.Impact(Target.FromPos(self.CenterPosition), self, Enumerable.Empty<int>());
}
screenShaker.AddEffect(info.ThumpShakeTime, self.CenterPosition, info.ThumpShakeIntensity, info.ThumpShakeMultiplier);
tick = 0;
}
}
public IEnumerable<IOrderTargeter> Orders
{
get
{
yield return new TargetTypeOrderTargeter(new BitSet<TargetableType>("DetonateAttack"), "DetonateAttack", 5, "attack", true, false) { ForceAttack = false };
yield return new DeployOrderTargeter("Detonate", 5);
}
}
Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID != "DetonateAttack" && order.OrderID != "Detonate")
return null;
return new Order(order.OrderID, self, target, queued);
}
Order IIssueDeployOrder.IssueDeployOrder(Actor self, bool queued)
{
return new Order("Detonate", self, queued);
}
bool IIssueDeployOrder.CanIssueDeployOrder(Actor self) { return true; }
string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)
{
return info.Voice;
}
void Detonate()
{
self.World.AddFrameEndTask(w =>
{
if (info.DetonationWeapon != null)
{
// Use .FromPos since this actor is killed. Cannot use Target.FromActor
info.DetonationWeaponInfo.Impact(Target.FromPos(self.CenterPosition), self, Enumerable.Empty<int>());
}
self.Kill(self, info.DamageTypes);
});
}
void EjectDriver()
{
var driver = self.World.CreateActor(info.DriverActor.ToLowerInvariant(), new TypeDictionary
{
new LocationInit(self.Location),
new OwnerInit(self.Owner)
});
var driverMobile = driver.TraitOrDefault<Mobile>();
if (driverMobile != null)
driverMobile.Nudge(driver, driver, true);
}
void StartDetonationSequence()
{
if (deployed)
return;
if (conditionManager != null && !string.IsNullOrEmpty(info.DeployedCondition))
conditionManager.GrantCondition(self, info.DeployedCondition);
self.World.AddFrameEndTask(w => EjectDriver());
if (info.ThumpSequence != null)
wfsb.PlayCustomAnimationRepeating(self, info.ThumpSequence);
deployed = true;
self.QueueActivity(new Wait(info.ChargeDelay, false));
self.QueueActivity(new CallFunc(() => Game.Sound.Play(SoundType.World, info.ChargeSound, self.CenterPosition)));
self.QueueActivity(new Wait(info.DetonationDelay, false));
self.QueueActivity(new CallFunc(() => Game.Sound.Play(SoundType.World, info.DetonationSound, self.CenterPosition)));
self.QueueActivity(new CallFunc(Detonate));
}
void IResolveOrder.ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "DetonateAttack")
{
var target = self.ResolveFrozenActorOrder(order, Color.Red);
if (target.Type != TargetType.Actor)
return;
if (!order.Queued)
self.CancelActivity();
self.SetTargetLine(target, Color.Red);
self.QueueActivity(new MoveAdjacentTo(self, target));
self.QueueActivity(new CallFunc(StartDetonationSequence));
}
else if (order.OrderString == "Detonate")
{
if (!order.Queued)
self.CancelActivity();
self.QueueActivity(new CallFunc(StartDetonationSequence));
}
}
}
}