170 lines
5.3 KiB
C#
170 lines
5.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2022 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.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Spawns an actor that stays for a limited amount of time.")]
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public class SpawnActorPowerInfo : SupportPowerInfo
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{
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[ActorReference]
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[FieldLoader.Require]
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[Desc("Actor to spawn.")]
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public readonly string Actor = null;
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[Desc("Amount of time to keep the actor alive in ticks. Value < 0 means this actor will not remove itself.")]
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public readonly int LifeTime = 250;
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[Desc("Only allow this to be spawned on this terrain.")]
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public readonly string[] Terrain = null;
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public readonly bool AllowUnderShroud = true;
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public readonly string DeploySound = null;
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public readonly string EffectImage = null;
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[SequenceReference(nameof(EffectImage))]
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public readonly string EffectSequence = null;
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[PaletteReference]
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public readonly string EffectPalette = null;
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[Desc("Cursor to display when the location is unsuitable.")]
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public readonly string BlockedCursor = "move-blocked";
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public override object Create(ActorInitializer init) { return new SpawnActorPower(init.Self, this); }
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}
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public class SpawnActorPower : SupportPower
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{
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public SpawnActorPower(Actor self, SpawnActorPowerInfo info)
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: base(self, info) { }
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public override void Activate(Actor self, Order order, SupportPowerManager manager)
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{
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var info = Info as SpawnActorPowerInfo;
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var position = order.Target.CenterPosition;
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var cell = self.World.Map.CellContaining(position);
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if (!Validate(self.World, info, cell))
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return;
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base.Activate(self, order, manager);
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self.World.AddFrameEndTask(w =>
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{
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PlayLaunchSounds();
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Game.Sound.Play(SoundType.World, info.DeploySound, position);
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if (!string.IsNullOrEmpty(info.EffectSequence) && !string.IsNullOrEmpty(info.EffectPalette))
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w.Add(new SpriteEffect(position, w, info.EffectImage, info.EffectSequence, info.EffectPalette));
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var actor = w.CreateActor(info.Actor, new TypeDictionary
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{
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new LocationInit(cell),
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new OwnerInit(self.Owner),
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});
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if (info.LifeTime > -1)
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{
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actor.QueueActivity(new Wait(info.LifeTime));
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actor.QueueActivity(new RemoveSelf());
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}
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});
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}
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public override void SelectTarget(Actor self, string order, SupportPowerManager manager)
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{
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Game.Sound.PlayToPlayer(SoundType.UI, manager.Self.Owner, Info.SelectTargetSound);
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech",
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Info.SelectTargetSpeechNotification, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(Info.SelectTargetTextNotification, manager.Self.Owner);
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self.World.OrderGenerator = new SelectSpawnActorPowerTarget(order, manager, this, MouseButton.Left);
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}
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public bool Validate(World world, SpawnActorPowerInfo info, CPos cell)
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{
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if (!world.Map.Contains(cell))
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return false;
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if (!info.AllowUnderShroud && world.ShroudObscures(cell))
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return false;
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if (info.Terrain != null && !info.Terrain.Contains(world.Map.GetTerrainInfo(cell).Type))
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return false;
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return true;
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}
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}
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public class SelectSpawnActorPowerTarget : OrderGenerator
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{
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readonly SpawnActorPower power;
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readonly SpawnActorPowerInfo info;
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readonly SupportPowerManager manager;
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readonly string order;
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readonly MouseButton expectedButton;
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public string OrderKey { get { return order; } }
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public SelectSpawnActorPowerTarget(string order, SupportPowerManager manager, SpawnActorPower power, MouseButton button)
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{
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// Clear selection if using Left-Click Orders
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if (Game.Settings.Game.UseClassicMouseStyle)
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manager.Self.World.Selection.Clear();
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this.manager = manager;
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this.power = power;
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this.order = order;
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expectedButton = button;
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info = (SpawnActorPowerInfo)power.Info;
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}
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protected override IEnumerable<Order> OrderInner(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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world.CancelInputMode();
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if (!power.Validate(world, info, cell))
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yield break;
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if (mi.Button == expectedButton)
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yield return new Order(order, manager.Self, Target.FromCell(world, cell), false) { SuppressVisualFeedback = true };
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}
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protected override void Tick(World world)
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{
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// Cancel the OG if we can't use the power
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if (!manager.Powers.ContainsKey(order))
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world.CancelInputMode();
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}
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protected override IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
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protected override IEnumerable<IRenderable> RenderAboveShroud(WorldRenderer wr, World world) { yield break; }
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protected override IEnumerable<IRenderable> RenderAnnotations(WorldRenderer wr, World world) { yield break; }
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protected override string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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return power.Validate(world, info, cell) ? info.Cursor : info.BlockedCursor;
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}
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}
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}
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