Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/BridgeHut.cs
2021-03-07 13:00:52 +00:00

242 lines
6.5 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.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Allows bridges to be targeted for demolition and repair.")]
class BridgeHutInfo : TraitInfo, IDemolishableInfo
{
[Desc("Bridge types to act on")]
public readonly string[] Types = { "GroundLevelBridge" };
[Desc("Offsets to look for adjacent bridges to act on")]
public readonly CVec[] NeighbourOffsets = { };
[Desc("Delay between each segment repair step")]
public readonly int RepairPropagationDelay = 20;
[Desc("Delay between each segment demolish step")]
public readonly int DemolishPropagationDelay = 5;
[Desc("Hide the repair cursor if the bridge is only damaged (not destroyed)")]
public readonly bool RequireForceAttackForHeal = false;
public bool IsValidTarget(ActorInfo actorInfo, Actor saboteur) { return false; } // TODO: bridges don't support frozen under fog
public override object Create(ActorInitializer init) { return new BridgeHut(init.World, this); }
}
class BridgeHut : INotifyCreated, IDemolishable, ITick
{
public readonly BridgeHutInfo Info;
readonly BridgeLayer bridgeLayer;
// Fixed at map load
readonly List<CPos[]> segmentLocations = new List<CPos[]>();
// Changes as segments are killed and repaired
readonly Dictionary<CPos, IBridgeSegment> segments = new Dictionary<CPos, IBridgeSegment>();
readonly HashSet<CPos> dirtyLocations = new HashSet<CPos>();
// Enabled during a repair action
int repairStep;
int repairDelay;
Actor repairRepairer;
// Enabled during a demolish action
int demolishStep;
int demolishDelay;
Actor demolishSaboteur;
BitSet<DamageType> demolishDamageTypes;
public BridgeHut(World world, BridgeHutInfo info)
{
Info = info;
bridgeLayer = world.WorldActor.Trait<BridgeLayer>();
}
void INotifyCreated.Created(Actor self)
{
self.World.AddFrameEndTask(w =>
{
// Bridge segments and huts are expected to be placed in the map
// editor or spawned during the normal actor loading
//
// The number and location of bridge segments are calculated here,
// and assumed to not change for the remaining lifetime of the world
//
// Bridge segment footprints and neighbour offsets are assumed to remain
// the same when a segment is destroyed or repaired.
var seed = Info.NeighbourOffsets.Select(v => self.Location + v);
var processed = new HashSet<CPos>();
while (true)
{
var step = NextNeighbourStep(seed, processed).ToList();
if (!step.Any())
break;
foreach (var s in step)
segments[s.Location] = s;
segmentLocations.Add(step.Select(s => s.Location).ToArray());
seed = step.SelectMany(s => s.NeighbourOffsets.Select(n => s.Location + n)).ToList();
}
repairStep = demolishStep = segmentLocations.Count;
});
}
void ITick.Tick(Actor self)
{
// Update any dead segments
dirtyLocations.Clear();
foreach (var kv in segments)
if (!kv.Value.Valid)
dirtyLocations.Add(kv.Key);
foreach (var c in dirtyLocations)
segments[c] = bridgeLayer[c].TraitOrDefault<IBridgeSegment>();
if (repairStep < segmentLocations.Count && --repairDelay <= 0)
RepairStep();
if (demolishStep < segmentLocations.Count && --demolishDelay <= 0)
DemolishStep();
}
IEnumerable<IBridgeSegment> NextNeighbourStep(IEnumerable<CPos> seed, HashSet<CPos> processed)
{
foreach (var c in seed)
{
var bridge = bridgeLayer[c];
if (bridge == null)
continue;
var segment = bridge.TraitOrDefault<IBridgeSegment>();
if (segment != null && Info.Types.Contains(segment.Type) && processed.Add(segment.Location))
yield return segment;
}
}
public void Repair(Actor self, Actor repairer)
{
if (Info.RepairPropagationDelay > 0)
{
repairStep = 0;
repairRepairer = repairer;
RepairStep();
}
else
foreach (var s in segments.Values)
s.Repair(repairer);
}
public void RepairStep()
{
// Find the next segment that needs to be repaired
while (repairStep < segmentLocations.Count)
{
var stepDamage = segmentLocations[repairStep]
.Select(c => segments[c])
.Max(s => s.DamageState);
if (stepDamage > DamageState.Undamaged)
break;
repairStep++;
}
if (repairStep < segmentLocations.Count)
foreach (var c in segmentLocations[repairStep])
segments[c].Repair(repairRepairer);
repairDelay = Info.RepairPropagationDelay;
}
bool IDemolishable.IsValidTarget(Actor self, Actor saboteur)
{
return true;
}
void IDemolishable.Demolish(Actor self, Actor saboteur, int delay, BitSet<DamageType> damageTypes)
{
// TODO: Handle using ITick
self.World.Add(new DelayedAction(delay, () =>
{
if (self.IsDead)
return;
var modifiers = self.TraitsImplementing<IDamageModifier>()
.Concat(self.Owner.PlayerActor.TraitsImplementing<IDamageModifier>())
.Select(t => t.GetDamageModifier(self, null));
if (Util.ApplyPercentageModifiers(100, modifiers) > 0)
{
if (Info.DemolishPropagationDelay > 0)
{
demolishStep = 0;
demolishSaboteur = saboteur;
demolishDamageTypes = damageTypes;
DemolishStep();
}
else
foreach (var s in segments.Values)
s.Demolish(saboteur, damageTypes);
}
}));
}
public void DemolishStep()
{
// Find the next segment to demolish
while (demolishStep < segmentLocations.Count)
{
var stepDamage = segmentLocations[demolishStep]
.Select(c => segments[c])
.Max(s => s.DamageState);
if (stepDamage < DamageState.Dead)
break;
demolishStep++;
}
if (demolishStep < segmentLocations.Count)
foreach (var c in segmentLocations[demolishStep])
segments[c].Demolish(demolishSaboteur, demolishDamageTypes);
demolishDelay = Info.DemolishPropagationDelay;
// Always advance at least one step (prevents sticking on placeholders)
demolishStep++;
}
public DamageState BridgeDamageState
{
get
{
if (!segments.Any())
return DamageState.Undamaged;
return segments.Values.Max(s => s.DamageState);
}
}
public bool Repairing => repairStep < segmentLocations.Count;
}
}