Files
OpenRA/OpenRA.Mods.RA/Traits/Minelayer.cs

221 lines
6.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
public class MinelayerInfo : ITraitInfo
{
[ActorReference] public readonly string Mine = "minv";
[ActorReference] public readonly HashSet<string> RearmBuildings = new HashSet<string> { "fix" };
public readonly string AmmoPoolName = "primary";
public readonly float MinefieldDepth = 1.5f;
public object Create(ActorInitializer init) { return new Minelayer(init.Self); }
}
public class Minelayer : IIssueOrder, IResolveOrder, IPostRenderSelection, ISync
{
/* TODO: [Sync] when sync can cope with arrays! */
public CPos[] Minefield = null;
readonly Actor self;
readonly Sprite tile;
[Sync] CPos minefieldStart;
public Minelayer(Actor self)
{
this.self = self;
var tileset = self.World.TileSet.Id.ToLowerInvariant();
tile = self.World.Map.SequenceProvider.GetSequence("overlay", "build-valid-{0}".F(tileset)).GetSprite(0);
}
public IEnumerable<IOrderTargeter> Orders
{
get
{
yield return new BeginMinefieldOrderTargeter();
yield return new DeployOrderTargeter("PlaceMine", 5);
}
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
switch (order.OrderID)
{
case "BeginMinefield":
var start = self.World.Map.CellContaining(target.CenterPosition);
self.World.OrderGenerator = new MinefieldOrderGenerator(self, start);
return new Order("BeginMinefield", self, false) { TargetLocation = start };
case "PlaceMine":
return new Order("PlaceMine", self, false) { TargetLocation = self.Location };
default:
return null;
}
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "BeginMinefield")
minefieldStart = order.TargetLocation;
if (order.OrderString == "PlaceMine")
{
minefieldStart = order.TargetLocation;
Minefield = new CPos[] { order.TargetLocation };
self.CancelActivity();
self.QueueActivity(new LayMines(self));
}
if (order.OrderString == "PlaceMinefield")
{
var movement = self.Trait<IPositionable>();
Minefield = GetMinefieldCells(minefieldStart, order.TargetLocation,
self.Info.TraitInfo<MinelayerInfo>().MinefieldDepth)
.Where(p => movement.CanEnterCell(p, null, false)).ToArray();
self.CancelActivity();
self.QueueActivity(new LayMines(self));
}
}
static IEnumerable<CPos> GetMinefieldCells(CPos start, CPos end, float depth)
{
var mins = CPos.Min(start, end);
var maxs = CPos.Max(start, end);
/* TODO: proper endcaps, if anyone cares (which won't happen unless depth is large) */
var p = end - start;
var q = new float2(p.Y, -p.X);
q = (start != end) ? (1 / q.Length) * q : new float2(1, 0);
var c = -float2.Dot(q, new float2(start.X, start.Y));
/* return all points such that |ax + by + c| < depth */
for (var i = mins.X; i <= maxs.X; i++)
for (var j = mins.Y; j <= maxs.Y; j++)
if (Math.Abs(q.X * i + q.Y * j + c) < depth)
yield return new CPos(i, j);
}
public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr)
{
if (self.Owner != self.World.LocalPlayer || Minefield == null)
yield break;
var pal = wr.Palette("terrain");
foreach (var c in Minefield)
yield return new SpriteRenderable(tile, self.World.Map.CenterOfCell(c),
WVec.Zero, -511, pal, 1f, true);
}
class MinefieldOrderGenerator : IOrderGenerator
{
readonly Actor minelayer;
readonly CPos minefieldStart;
readonly Sprite tileOk;
readonly Sprite tileBlocked;
public MinefieldOrderGenerator(Actor self, CPos xy)
{
minelayer = self;
minefieldStart = xy;
var tileset = self.World.TileSet.Id.ToLowerInvariant();
tileOk = self.World.Map.SequenceProvider.GetSequence("overlay", "build-valid-{0}".F(tileset)).GetSprite(0);
tileBlocked = self.World.Map.SequenceProvider.GetSequence("overlay", "build-invalid").GetSprite(0);
}
public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
{
if (mi.Button == Game.Settings.Game.MouseButtonPreference.Cancel)
{
world.CancelInputMode();
yield break;
}
var underCursor = world.ScreenMap.ActorsAt(mi)
.Where(a => !world.FogObscures(a))
.MaxByOrDefault(a => a.Info.HasTraitInfo<SelectableInfo>()
? a.Info.TraitInfo<SelectableInfo>().Priority : int.MinValue);
if (mi.Button == Game.Settings.Game.MouseButtonPreference.Action && underCursor == null)
{
minelayer.World.CancelInputMode();
yield return new Order("PlaceMinefield", minelayer, false) { TargetLocation = xy };
}
}
public void Tick(World world)
{
if (!minelayer.IsInWorld || minelayer.IsDead)
world.CancelInputMode();
}
CPos lastMousePos;
public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world)
{
if (!minelayer.IsInWorld)
yield break;
var movement = minelayer.Trait<IPositionable>();
var minefield = GetMinefieldCells(minefieldStart, lastMousePos,
minelayer.Info.TraitInfo<MinelayerInfo>().MinefieldDepth);
var pal = wr.Palette("terrain");
foreach (var c in minefield)
{
var tile = movement.CanEnterCell(c, null, false) ? tileOk : tileBlocked;
yield return new SpriteRenderable(tile, world.Map.CenterOfCell(c),
WVec.Zero, -511, pal, 1f, true);
}
}
public string GetCursor(World world, CPos xy, MouseInput mi) { lastMousePos = xy; return "ability"; } /* TODO */
}
class BeginMinefieldOrderTargeter : IOrderTargeter
{
public string OrderID { get { return "BeginMinefield"; } }
public int OrderPriority { get { return 5; } }
public bool OverrideSelection { get { return true; } }
public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, TargetModifiers modifiers, ref string cursor)
{
if (target.Type != TargetType.Terrain)
return false;
var location = self.World.Map.CellContaining(target.CenterPosition);
if (!self.World.Map.Contains(location))
return false;
cursor = "ability";
IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
return !othersAtTarget.Any() && modifiers.HasModifier(TargetModifiers.ForceAttack);
}
public bool IsQueued { get; protected set; }
}
}
}