Files
OpenRA/OpenRA.Mods.RA/SupportPowers/ChronoshiftPower.cs
2010-12-01 18:43:12 +13:00

258 lines
7.8 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Render;
using OpenRA.Traits;
using OpenRA.Mods.RA.Effects;
namespace OpenRA.Mods.RA
{
class ChronoshiftPowerInfo : SupportPowerInfo
{
public readonly int Range = 1; // Range in cells
public readonly int Duration = 30; // Seconds
public readonly bool KillCargo = true;
public override object Create(ActorInitializer init) { return new ChronoshiftPower(init.self,this); }
}
class ChronoshiftPower : SupportPower, IResolveOrder
{
public ChronoshiftPower(Actor self, ChronoshiftPowerInfo info) : base(self, info) { }
protected override void OnActivate() { Self.World.OrderGenerator = new SelectTarget(this); }
public void ResolveOrder(Actor self, Order order)
{
if (!IsReady) return;
if (order.OrderString == "Chronoshift")
{
var chronosphere = self.World.Queries
.OwnedBy[self.Owner]
.WithTrait<Chronosphere>()
.Select(x => x.Actor).FirstOrDefault();
if (chronosphere != null)
chronosphere.Trait<RenderBuilding>().PlayCustomAnim(chronosphere, "active");
// Trigger screen desaturate effect
foreach (var a in self.World.Queries.WithTrait<ChronoshiftPaletteEffect>())
a.Trait.Enable();
Sound.Play("chrono2.aud", Game.CellSize * order.TargetLocation);
Sound.Play("chrono2.aud", Game.CellSize * order.ExtraLocation);
var targets = UnitsInRange(order.ExtraLocation);
foreach (var target in targets)
{
var cs = target.Trait<Chronoshiftable>();
var targetCell = target.Location + order.TargetLocation - order.ExtraLocation;
if (cs.CanChronoshiftTo(target, targetCell))
target.Trait<Chronoshiftable>().Teleport(target,
targetCell,
(Info as ChronoshiftPowerInfo).Duration * 25,
(Info as ChronoshiftPowerInfo).KillCargo,
chronosphere);
}
FinishActivate();
}
}
public IEnumerable<Actor> UnitsInRange(int2 xy)
{
int range = (Info as ChronoshiftPowerInfo).Range;
var uim = Self.World.WorldActor.Trait<UnitInfluence>();
var tiles = Self.World.FindTilesInCircle(xy, range);
var units = new List<Actor>();
foreach (var t in tiles)
units.AddRange(uim.GetUnitsAt(t));
return units.Distinct().Where(a => a.HasTrait<Chronoshiftable>());
}
class SelectTarget : IOrderGenerator
{
ChronoshiftPower power;
int range;
Sprite tile;
public SelectTarget(ChronoshiftPower power)
{
this.power = power;
this.range = (power.Info as ChronoshiftPowerInfo).Range;
tile = UiOverlay.SynthesizeTile(0x04);
}
public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Right)
world.CancelInputMode();
else
world.OrderGenerator = new SelectDestination(power, xy);
yield break;
}
public void Tick( World world )
{
var hasChronosphere = world.Queries.OwnedBy[world.LocalPlayer]
.WithTrait<Chronosphere>()
.Any();
if (!hasChronosphere)
world.CancelInputMode();
}
public void RenderAfterWorld(WorldRenderer wr, World world)
{
var xy = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
var targetUnits = power.UnitsInRange(xy);
foreach (var unit in targetUnits)
wr.DrawSelectionBox(unit, Color.Red);
}
public void RenderBeforeWorld(WorldRenderer wr, World world)
{
var xy = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
var tiles = world.FindTilesInCircle(xy, range);
foreach (var t in tiles)
tile.DrawAt( wr, Game.CellSize * t, "terrain" );
}
public string GetCursor(World world, int2 xy, MouseInput mi)
{
return "chrono-select";
}
}
class SelectDestination : IOrderGenerator
{
ChronoshiftPower power;
int2 sourceLocation;
int range;
Sprite validTile, invalidTile, sourceTile;
public SelectDestination(ChronoshiftPower power, int2 sourceLocation)
{
this.power = power;
this.sourceLocation = sourceLocation;
this.range = (power.Info as ChronoshiftPowerInfo).Range;
validTile = UiOverlay.SynthesizeTile(0x0f);
invalidTile = UiOverlay.SynthesizeTile(0x08);
sourceTile = UiOverlay.SynthesizeTile(0x04);
}
public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Right)
{
world.CancelInputMode();
yield break;
}
var ret = OrderInner( world, xy, mi ).FirstOrDefault();
if (ret == null)
yield break;
world.CancelInputMode();
yield return ret;
}
IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
{
// Cannot chronoshift into unexplored location
if (isValidTarget(xy))
yield return new Order("Chronoshift", world.LocalPlayer.PlayerActor, false)
{
TargetLocation = xy,
ExtraLocation = sourceLocation
};
}
public void Tick(World world)
{
var hasChronosphere = world.Queries.OwnedBy[world.LocalPlayer]
.WithTrait<Chronosphere>()
.Any();
if (!hasChronosphere)
world.CancelInputMode();
}
public void RenderAfterWorld(WorldRenderer wr, World world)
{
foreach (var unit in power.UnitsInRange(sourceLocation))
wr.DrawSelectionBox(unit, Color.Red);
}
public void RenderBeforeWorld(WorldRenderer wr, World world)
{
var xy = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
// Source tiles
foreach (var t in world.FindTilesInCircle(sourceLocation, range))
sourceTile.DrawAt( wr, Game.CellSize * t, "terrain" );
// Destination tiles
foreach (var t in world.FindTilesInCircle(xy, range))
sourceTile.DrawAt( wr, Game.CellSize * t, "terrain" );
// Unit previews
foreach (var unit in power.UnitsInRange(sourceLocation))
{
var targetCell = unit.Location + xy - sourceLocation;
foreach (var r in unit.Render())
r.Sprite.DrawAt(r.Pos - Traits.Util.CenterOfCell(unit.Location) + Traits.Util.CenterOfCell(targetCell),
wr.GetPaletteIndex(r.Palette ?? unit.Owner.Palette),
r.Scale*r.Sprite.size);
}
// Unit tiles
foreach (var unit in power.UnitsInRange(sourceLocation))
{
var targetCell = unit.Location + xy - sourceLocation;
var canEnter = unit.Trait<Chronoshiftable>().CanChronoshiftTo(unit,targetCell);
var tile = canEnter ? validTile : invalidTile;
tile.DrawAt( wr, Game.CellSize * targetCell, "terrain" );
}
}
bool isValidTarget(int2 xy)
{
var canTeleport = false;
foreach (var unit in power.UnitsInRange(sourceLocation))
{
var targetCell = unit.Location + xy - sourceLocation;
if (unit.Trait<Chronoshiftable>().CanChronoshiftTo(unit,targetCell))
{
canTeleport = true;
break;
}
}
return canTeleport;
}
public string GetCursor(World world, int2 xy, MouseInput mi)
{
return isValidTarget(xy) ? "chrono-target" : "move-blocked";
}
}
}
// tag trait for the building
class ChronosphereInfo : TraitInfo<Chronosphere> {}
class Chronosphere {}
}