Files
OpenRA/OpenRA.Mods.Common/Traits/Upgrades/DeployToUpgrade.cs

171 lines
4.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class DeployToUpgradeInfo : ITraitInfo, Requires<UpgradeManagerInfo>
{
[UpgradeGrantedReference, FieldLoader.Require]
[Desc("The upgrades to grant when deploying and revoke when undeploying.")]
public readonly string[] Upgrades = { };
[Desc("The terrain types that this actor can deploy on to receive these upgrades. " +
"Leave empty to allow any.")]
public readonly string[] AllowedTerrainTypes = { };
[Desc("Cursor to display when able to (un)deploy the actor.")]
public readonly string DeployCursor = "deploy";
[Desc("Cursor to display when unable to (un)deploy the actor.")]
public readonly string DeployBlockedCursor = "deploy-blocked";
[SequenceReference, Desc("Animation to play for deploying/undeploying.")]
public readonly string DeployAnimation = null;
[Desc("Facing that the actor must face before deploying. Set to -1 to deploy regardless of facing.")]
public readonly int Facing = -1;
[Desc("Sound to play when deploying.")]
public readonly string DeploySound = null;
[Desc("Sound to play when undeploying.")]
public readonly string UndeploySound = null;
public object Create(ActorInitializer init) { return new DeployToUpgrade(init.Self, this); }
}
public class DeployToUpgrade : IResolveOrder, IIssueOrder
{
readonly Actor self;
readonly DeployToUpgradeInfo info;
readonly UpgradeManager manager;
readonly bool checkTerrainType;
readonly bool canTurn;
readonly Lazy<ISpriteBody> body;
bool isUpgraded;
public DeployToUpgrade(Actor self, DeployToUpgradeInfo info)
{
this.self = self;
this.info = info;
manager = self.Trait<UpgradeManager>();
checkTerrainType = info.AllowedTerrainTypes.Length > 0;
canTurn = self.Info.Traits.WithInterface<IFacingInfo>().Any();
body = Exts.Lazy(self.TraitOrDefault<ISpriteBody>);
}
public IEnumerable<IOrderTargeter> Orders
{
get { yield return new DeployOrderTargeter("DeployToUpgrade", 5,
() => OnValidTerrain() ? info.DeployCursor : info.DeployBlockedCursor); }
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID == "DeployToUpgrade")
return new Order(order.OrderID, self, queued);
return null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString != "DeployToUpgrade")
return;
if (!OnValidTerrain())
return;
if (isUpgraded)
{
// Play undeploy animation and after that revoke the upgrades
self.QueueActivity(false, new CallFunc(() =>
{
if (!string.IsNullOrEmpty(info.UndeploySound))
Sound.Play(info.UndeploySound, self.CenterPosition);
if (string.IsNullOrEmpty(info.DeployAnimation))
{
RevokeUpgrades();
return;
}
if (body.Value != null)
body.Value.PlayCustomAnimationBackwards(self, info.DeployAnimation, RevokeUpgrades);
else
RevokeUpgrades();
}));
}
else
{
self.CancelActivity();
// Turn
if (info.Facing != -1 && canTurn)
self.QueueActivity(new Turn(self, info.Facing));
// Grant the upgrade
self.QueueActivity(new CallFunc(GrantUpgrades));
// Play deploy sound and animation
self.QueueActivity(new CallFunc(() =>
{
if (!string.IsNullOrEmpty(info.DeploySound))
Sound.Play(info.DeploySound, self.CenterPosition);
if (string.IsNullOrEmpty(info.DeployAnimation))
return;
if (body.Value != null)
body.Value.PlayCustomAnimation(self, info.DeployAnimation,
() => body.Value.PlayCustomAnimationRepeating(self, "idle"));
}));
}
isUpgraded = !isUpgraded;
}
bool OnValidTerrain()
{
if (!self.World.Map.Contains(self.Location))
return false;
if (!checkTerrainType)
return true;
var tileSet = self.World.TileSet;
var tiles = self.World.Map.MapTiles.Value;
var terrainType = tileSet[tileSet.GetTerrainIndex(tiles[self.Location])].Type;
return info.AllowedTerrainTypes.Contains(terrainType);
}
void GrantUpgrades()
{
foreach (var up in info.Upgrades)
manager.GrantUpgrade(self, up, this);
}
void RevokeUpgrades()
{
foreach (var up in info.Upgrades)
manager.RevokeUpgrade(self, up, this);
}
}
}