293 lines
8.8 KiB
C#
Executable File
293 lines
8.8 KiB
C#
Executable File
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2011 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.Collections.Generic;
|
|
using System.Drawing;
|
|
using System.Linq;
|
|
using OpenRA.Graphics;
|
|
using OpenRA.Mods.RA.Render;
|
|
using OpenRA.Traits;
|
|
using OpenRA.Mods.RA.Effects;
|
|
|
|
namespace OpenRA.Mods.RA
|
|
{
|
|
class ChronoshiftPowerInfo : SupportPowerInfo
|
|
{
|
|
public readonly int Range = 1; // Range in cells
|
|
public readonly int Duration = 30; // Seconds
|
|
public readonly bool KillCargo = true;
|
|
|
|
public override object Create(ActorInitializer init) { return new ChronoshiftPower(init.self,this); }
|
|
}
|
|
|
|
class ChronoshiftPower : SupportPower
|
|
{
|
|
public ChronoshiftPower(Actor self, ChronoshiftPowerInfo info) : base(self, info) { }
|
|
|
|
public override IOrderGenerator OrderGenerator(string order, SupportPowerManager manager)
|
|
{
|
|
Sound.PlayToPlayer(manager.self.Owner, Info.SelectTargetSound);
|
|
return new SelectTarget(order, manager, this);
|
|
}
|
|
|
|
public override void Activate(Actor self, Order order)
|
|
{
|
|
foreach (var target in UnitsInRange(order.ExtraLocation))
|
|
{
|
|
var cs = target.Trait<Chronoshiftable>();
|
|
var targetCell = target.Location + (order.TargetLocation - order.ExtraLocation);
|
|
var cpi = Info as ChronoshiftPowerInfo;
|
|
|
|
if (self.Owner.Shroud.IsExplored(targetCell) && cs.CanChronoshiftTo(target, targetCell))
|
|
cs.Teleport(target, targetCell, cpi.Duration * 25, cpi.KillCargo, self);
|
|
}
|
|
}
|
|
|
|
public IEnumerable<Actor> UnitsInRange(CPos xy)
|
|
{
|
|
int range = (Info as ChronoshiftPowerInfo).Range;
|
|
var tiles = self.World.FindTilesInCircle(xy, range);
|
|
var units = new List<Actor>();
|
|
foreach (var t in tiles)
|
|
units.AddRange(self.World.ActorMap.GetUnitsAt(t));
|
|
|
|
return units.Distinct().Where(a => a.HasTrait<Chronoshiftable>());
|
|
}
|
|
|
|
|
|
public bool SimilarTerrain(CPos xy, CPos sourceLocation) {
|
|
|
|
if (!self.Owner.Shroud.IsExplored(xy))
|
|
return false;
|
|
|
|
int range = (Info as ChronoshiftPowerInfo).Range;
|
|
var sourceTiles = self.World.FindTilesInCircle(xy, range);
|
|
var destTiles = self.World.FindTilesInCircle(sourceLocation, range);
|
|
List<string> sourceTerrain = new List<string>();
|
|
List<string> destTerrain = new List<string>();
|
|
|
|
int j = 0;
|
|
foreach (var t in sourceTiles) {
|
|
j = j + 1;
|
|
if (!self.Owner.Shroud.IsExplored(t))
|
|
return false;
|
|
sourceTerrain.Add(self.World.GetTerrainType( t ));
|
|
}
|
|
j = 0;
|
|
foreach (var t in destTiles) {
|
|
j = j + 1;
|
|
if (!self.Owner.Shroud.IsExplored(t)) {
|
|
return false;
|
|
}
|
|
self.World.GetTerrainType( t );
|
|
destTerrain.Add(self.World.GetTerrainType( t ));
|
|
}
|
|
|
|
// HACK but I don't want to write a comparison function
|
|
if (sourceTerrain.Count != destTerrain.Count)
|
|
return false;
|
|
|
|
for (int i = 0; i < sourceTerrain.Count; i++) {
|
|
if (!sourceTerrain[i].Equals(destTerrain[i]))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
class SelectTarget : IOrderGenerator
|
|
{
|
|
readonly ChronoshiftPower power;
|
|
readonly int range;
|
|
readonly Sprite tile;
|
|
readonly SupportPowerManager manager;
|
|
readonly string order;
|
|
|
|
public SelectTarget(string order, SupportPowerManager manager, ChronoshiftPower power)
|
|
{
|
|
this.manager = manager;
|
|
this.order = order;
|
|
this.power = power;
|
|
this.range = (power.Info as ChronoshiftPowerInfo).Range;
|
|
tile = SequenceProvider.GetSequence("overlay", "target-select").GetSprite(0);
|
|
}
|
|
|
|
public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
|
|
{
|
|
world.CancelInputMode();
|
|
if (mi.Button == MouseButton.Left)
|
|
world.OrderGenerator = new SelectDestination(order, manager, power, xy);
|
|
|
|
yield break;
|
|
}
|
|
|
|
public void Tick(World world)
|
|
{
|
|
// Cancel the OG if we can't use the power
|
|
if (!manager.Powers.ContainsKey(order))
|
|
world.CancelInputMode();
|
|
}
|
|
|
|
public void RenderAfterWorld(WorldRenderer wr, World world)
|
|
{
|
|
var xy = Game.viewport.ViewToWorld(Viewport.LastMousePos);
|
|
var targetUnits = power.UnitsInRange(xy);
|
|
foreach (var unit in targetUnits) {
|
|
if (manager.self.Owner.Shroud.IsTargetable(unit) || manager.self.Owner.HasFogVisibility()) {
|
|
wr.DrawSelectionBox(unit, Color.Red);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void RenderBeforeWorld(WorldRenderer wr, World world)
|
|
{
|
|
var xy = Game.viewport.ViewToWorld(Viewport.LastMousePos);
|
|
var tiles = world.FindTilesInCircle(xy, range);
|
|
foreach (var t in tiles)
|
|
tile.DrawAt( wr, t.ToPPos().ToFloat2(), "terrain" );
|
|
}
|
|
|
|
public string GetCursor(World world, CPos xy, MouseInput mi)
|
|
{
|
|
return "chrono-select";
|
|
}
|
|
}
|
|
|
|
class SelectDestination : IOrderGenerator
|
|
{
|
|
readonly ChronoshiftPower power;
|
|
readonly CPos sourceLocation;
|
|
readonly int range;
|
|
readonly Sprite validTile, invalidTile, sourceTile;
|
|
readonly SupportPowerManager manager;
|
|
readonly string order;
|
|
|
|
public SelectDestination(string order, SupportPowerManager manager, ChronoshiftPower power, CPos sourceLocation)
|
|
{
|
|
this.manager = manager;
|
|
this.order = order;
|
|
this.power = power;
|
|
this.sourceLocation = sourceLocation;
|
|
this.range = (power.Info as ChronoshiftPowerInfo).Range;
|
|
|
|
var tileset = manager.self.World.TileSet.Id.ToLower();
|
|
validTile = SequenceProvider.GetSequence("overlay", "target-valid-{0}".F(tileset)).GetSprite(0);
|
|
invalidTile = SequenceProvider.GetSequence("overlay", "target-invalid").GetSprite(0);
|
|
sourceTile = SequenceProvider.GetSequence("overlay", "target-select").GetSprite(0);
|
|
}
|
|
|
|
public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
|
|
{
|
|
if (mi.Button == MouseButton.Right)
|
|
{
|
|
world.CancelInputMode();
|
|
yield break;
|
|
}
|
|
|
|
var ret = OrderInner( world, xy, mi ).FirstOrDefault();
|
|
if (ret == null)
|
|
yield break;
|
|
|
|
world.CancelInputMode();
|
|
yield return ret;
|
|
}
|
|
|
|
IEnumerable<Order> OrderInner(World world, CPos xy, MouseInput mi)
|
|
{
|
|
// Cannot chronoshift into unexplored location
|
|
if (IsValidTarget(xy))
|
|
yield return new Order(order, manager.self, false)
|
|
{
|
|
TargetLocation = xy,
|
|
ExtraLocation = sourceLocation
|
|
};
|
|
}
|
|
|
|
public void Tick(World world)
|
|
{
|
|
// Cancel the OG if we can't use the power
|
|
if (!manager.Powers.ContainsKey(order))
|
|
world.CancelInputMode();
|
|
}
|
|
|
|
public void RenderAfterWorld(WorldRenderer wr, World world)
|
|
{
|
|
foreach (var unit in power.UnitsInRange(sourceLocation)) {
|
|
if (manager.self.Owner.Shroud.IsTargetable(unit) || manager.self.Owner.HasFogVisibility()) {
|
|
wr.DrawSelectionBox(unit, Color.Red);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void RenderBeforeWorld(WorldRenderer wr, World world)
|
|
{
|
|
var xy = Game.viewport.ViewToWorld(Viewport.LastMousePos);
|
|
|
|
// Source tiles
|
|
foreach (var t in world.FindTilesInCircle(sourceLocation, range))
|
|
sourceTile.DrawAt( wr, t.ToPPos().ToFloat2(), "terrain" );
|
|
|
|
// Destination tiles
|
|
foreach (var t in world.FindTilesInCircle(xy, range))
|
|
sourceTile.DrawAt( wr, t.ToPPos().ToFloat2(), "terrain" );
|
|
|
|
// Unit previews
|
|
foreach (var unit in power.UnitsInRange(sourceLocation))
|
|
{
|
|
var offset = (xy - sourceLocation).ToWVec();
|
|
if (manager.self.Owner.Shroud.IsTargetable(unit))
|
|
foreach (var r in unit.Render(wr))
|
|
r.WithPos(r.Pos + offset).Render(wr);
|
|
}
|
|
|
|
// Unit tiles
|
|
foreach (var unit in power.UnitsInRange(sourceLocation))
|
|
{
|
|
if (manager.self.Owner.Shroud.IsTargetable(unit))
|
|
{
|
|
var targetCell = unit.Location + (xy - sourceLocation);
|
|
var canEnter = ((manager.self.Owner.Shroud.IsExplored(targetCell) || manager.self.Owner.HasFogVisibility()) &&
|
|
unit.Trait<Chronoshiftable>().CanChronoshiftTo(unit,targetCell));
|
|
var tile = canEnter ? validTile : invalidTile;
|
|
tile.DrawAt(wr, targetCell.ToPPos().ToFloat2(), "terrain");
|
|
}
|
|
}
|
|
}
|
|
|
|
bool IsValidTarget(CPos xy)
|
|
{
|
|
var canTeleport = false;
|
|
foreach (var unit in power.UnitsInRange(sourceLocation))
|
|
{
|
|
var targetCell = unit.Location + (xy - sourceLocation);
|
|
if (manager.self.Owner.Shroud.IsExplored(targetCell) && unit.Trait<Chronoshiftable>().CanChronoshiftTo(unit,targetCell))
|
|
{
|
|
canTeleport = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!canTeleport) {
|
|
// Check the terrain types. This will allow chronoshifts to occur on empty terrain to terrain of
|
|
// a similar type. This also keeps the cursor from changing in non-visible property, alerting the
|
|
// chronoshifter of enemy unit presence
|
|
canTeleport = power.SimilarTerrain(sourceLocation,xy);
|
|
}
|
|
return canTeleport;
|
|
}
|
|
|
|
public string GetCursor(World world, CPos xy, MouseInput mi)
|
|
{
|
|
return IsValidTarget(xy) ? "chrono-target" : "move-blocked";
|
|
}
|
|
}
|
|
}
|
|
}
|