203 lines
6.0 KiB
C#
203 lines
6.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 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;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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[Desc("Overrides the default ToolTip when this actor is disguised (aids in deceiving enemy players).")]
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class DisguiseToolTipInfo : TooltipInfo, Requires<DisguiseInfo>
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{
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public override object Create(ActorInitializer init) { return new DisguiseToolTip(init.Self, this); }
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}
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class DisguiseToolTip : ITooltip
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{
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readonly Actor self;
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readonly Disguise disguise;
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TooltipInfo info;
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public DisguiseToolTip(Actor self, TooltipInfo info)
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{
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this.self = self;
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this.info = info;
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disguise = self.Trait<Disguise>();
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}
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public ITooltipInfo TooltipInfo
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{
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get
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{
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return disguise.Disguised ? disguise.AsTooltipInfo : info;
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}
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}
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public Player Owner
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{
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get
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{
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if (!disguise.Disguised || self.Owner.IsAlliedWith(self.World.RenderPlayer))
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return self.Owner;
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return disguise.AsPlayer;
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}
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}
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}
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[Desc("Provides access to the disguise command, which makes the actor appear to be another player's actor.")]
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class DisguiseInfo : ITraitInfo
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{
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[VoiceReference] public readonly string Voice = "Action";
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[GrantedConditionReference]
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[Desc("The condition to grant to self while disguised.")]
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public readonly string DisguisedCondition = null;
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public object Create(ActorInitializer init) { return new Disguise(init.Self, this); }
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}
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class Disguise : INotifyCreated, IEffectiveOwner, IIssueOrder, IResolveOrder, IOrderVoice, IRadarColorModifier, INotifyAttack
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{
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public Player AsPlayer { get; private set; }
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public string AsSprite { get; private set; }
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public ITooltipInfo AsTooltipInfo { get; private set; }
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public bool Disguised { get { return AsPlayer != null; } }
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public Player Owner { get { return AsPlayer; } }
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readonly Actor self;
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readonly DisguiseInfo info;
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ConditionManager um;
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int disguisedToken = ConditionManager.InvalidConditionToken;
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public Disguise(Actor self, DisguiseInfo info)
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{
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this.self = self;
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this.info = info;
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}
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void INotifyCreated.Created(Actor self)
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{
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um = self.TraitOrDefault<ConditionManager>();
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get
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{
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yield return new TargetTypeOrderTargeter(new HashSet<string> { "Disguise" }, "Disguise", 7, "ability", true, true) { ForceAttack = false };
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}
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order.OrderID == "Disguise")
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return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
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return null;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Disguise")
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{
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var target = order.TargetActor != self && order.TargetActor.IsInWorld ? order.TargetActor : null;
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DisguiseAs(target);
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}
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "Disguise" ? info.Voice : null;
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}
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public Color RadarColorOverride(Actor self, Color color)
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{
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if (!Disguised || self.Owner.IsAlliedWith(self.World.RenderPlayer))
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return color;
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return color = Game.Settings.Game.UsePlayerStanceColors ? AsPlayer.PlayerStanceColor(self) : AsPlayer.Color.RGB;
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}
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public void DisguiseAs(Actor target)
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{
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var oldDisguiseSetting = Disguised;
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var oldEffectiveOwner = AsPlayer;
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if (target != null)
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{
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// Take the image of the target's disguise, if it exists.
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// E.g., SpyA is disguised as a rifle infantry. SpyB then targets SpyA. We should use the rifle infantry image.
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var targetDisguise = target.TraitOrDefault<Disguise>();
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if (targetDisguise != null && targetDisguise.Disguised)
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{
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AsSprite = targetDisguise.AsSprite;
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AsPlayer = targetDisguise.AsPlayer;
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AsTooltipInfo = targetDisguise.AsTooltipInfo;
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}
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else
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{
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AsSprite = target.Trait<RenderSprites>().GetImage(target);
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var tooltip = target.TraitsImplementing<ITooltip>().FirstOrDefault();
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AsPlayer = tooltip.Owner;
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AsTooltipInfo = tooltip.TooltipInfo;
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}
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}
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else
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{
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AsTooltipInfo = null;
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AsPlayer = null;
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AsSprite = null;
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}
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HandleDisguise(oldEffectiveOwner, oldDisguiseSetting);
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}
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public void DisguiseAs(ActorInfo actorInfo, Player newOwner)
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{
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var oldDisguiseSetting = Disguised;
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var oldEffectiveOwner = AsPlayer;
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var renderSprites = actorInfo.TraitInfoOrDefault<RenderSpritesInfo>();
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AsSprite = renderSprites == null ? null : renderSprites.GetImage(actorInfo, self.World.Map.Rules.Sequences, newOwner.Faction.InternalName);
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AsPlayer = newOwner;
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AsTooltipInfo = actorInfo.TraitInfos<TooltipInfo>().FirstOrDefault();
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HandleDisguise(oldEffectiveOwner, oldDisguiseSetting);
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}
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void HandleDisguise(Player oldEffectiveOwner, bool oldDisguiseSetting)
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{
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foreach (var t in self.TraitsImplementing<INotifyEffectiveOwnerChanged>())
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t.OnEffectiveOwnerChanged(self, oldEffectiveOwner, AsPlayer);
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if (Disguised != oldDisguiseSetting && um != null)
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{
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if (Disguised && disguisedToken == ConditionManager.InvalidConditionToken && !string.IsNullOrEmpty(info.DisguisedCondition))
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disguisedToken = um.GrantCondition(self, info.DisguisedCondition);
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else if (!Disguised && disguisedToken != ConditionManager.InvalidConditionToken)
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disguisedToken = um.RevokeCondition(self, disguisedToken);
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}
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}
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void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
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void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel) { DisguiseAs(null); }
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}
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} |