162 lines
5.1 KiB
C#
162 lines
5.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 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 OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Mods.Common.Traits.Render;
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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("Actor becomes a specified actor type when this trait is triggered.")]
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public class TransformsInfo : ITraitInfo
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{
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[Desc("Actor to transform into."), ActorReference, FieldLoader.Require]
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public readonly string IntoActor = null;
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[Desc("Offset to spawn the transformed actor relative to the current cell.")]
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public readonly CVec Offset = CVec.Zero;
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[Desc("Facing that the actor must face before transforming.")]
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public readonly int Facing = 96;
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[Desc("Sounds to play when transforming.")]
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public readonly string[] TransformSounds = { };
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[Desc("Sounds to play when the transformation is blocked.")]
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public readonly string[] NoTransformSounds = { };
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[Desc("Notification to play when transforming.")]
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public readonly string TransformNotification = null;
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[Desc("Notification to play when the transformation is blocked.")]
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public readonly string NoTransformNotification = null;
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[Desc("Cursor to display when able to (un)deploy the actor.")]
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public readonly string DeployCursor = "deploy";
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[Desc("Cursor to display when unable to (un)deploy the actor.")]
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public readonly string DeployBlockedCursor = "deploy-blocked";
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[VoiceReference] public readonly string Voice = "Action";
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public virtual object Create(ActorInitializer init) { return new Transforms(init, this); }
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}
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public class Transforms : IIssueOrder, IResolveOrder, IOrderVoice
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{
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readonly Actor self;
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readonly TransformsInfo info;
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readonly BuildingInfo buildingInfo;
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readonly string faction;
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public Transforms(ActorInitializer init, TransformsInfo info)
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{
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self = init.Self;
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this.info = info;
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buildingInfo = self.World.Map.Rules.Actors[info.IntoActor].TraitInfoOrDefault<BuildingInfo>();
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faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : self.Owner.Faction.InternalName;
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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 == "DeployTransform") ? info.Voice : null;
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}
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bool CanDeploy()
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{
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var building = self.TraitOrDefault<Building>();
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if (building != null && building.Locked)
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return false;
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return buildingInfo == null || self.World.CanPlaceBuilding(info.IntoActor, buildingInfo, self.Location + info.Offset, self);
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get { yield return new DeployOrderTargeter("DeployTransform", 5,
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() => CanDeploy() ? info.DeployCursor : info.DeployBlockedCursor); }
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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 == "DeployTransform")
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return new Order(order.OrderID, self, queued);
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return null;
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}
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public void DeployTransform(bool queued)
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{
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if (!queued && !CanDeploy())
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{
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// Only play the "Cannot deploy here" audio
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// for non-queued orders
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foreach (var s in info.NoTransformSounds)
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Game.Sound.PlayToPlayer(SoundType.World, self.Owner, s);
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", info.NoTransformNotification, self.Owner.Faction.InternalName);
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return;
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}
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if (!queued)
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self.CancelActivity();
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if (self.Info.HasTraitInfo<IFacingInfo>())
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self.QueueActivity(new Turn(self, info.Facing));
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if (self.Info.HasTraitInfo<AircraftInfo>())
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self.QueueActivity(new HeliLand(self, true));
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self.QueueActivity(new CallFunc(() =>
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{
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// Prevent deployment in bogus locations
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var building = self.TraitOrDefault<Building>();
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if (!CanDeploy() || (building != null && !building.Lock()))
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return;
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foreach (var nt in self.TraitsImplementing<INotifyTransform>())
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nt.BeforeTransform(self);
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var transform = new Transform(self, info.IntoActor)
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{
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Offset = info.Offset,
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Facing = info.Facing,
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Sounds = info.TransformSounds,
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Notification = info.TransformNotification,
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Faction = faction
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};
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// Try and stop the actor from doing anything between the sanity checks above
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// and the actual transform, which we're about to queue.
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// TODO: The proper way to do this is to write all the transform code as a nested activity.
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if (self.CurrentActivity.NextInQueue != null)
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self.CurrentActivity.NextInQueue.Cancel(self);
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var makeAnimation = self.TraitOrDefault<WithMakeAnimation>();
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if (makeAnimation != null)
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makeAnimation.Reverse(self, transform);
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else
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self.QueueActivity(transform);
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}));
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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 == "DeployTransform")
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DeployTransform(order.Queued);
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}
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}
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}
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