Files
OpenRA/OpenRA.Mods.Common/Traits/AttackMove.cs

115 lines
4.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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.Drawing;
using OpenRA.Mods.Common.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Provides access to the attack-move command, which will make the actor automatically engage viable targets while moving to the destination.")]
class AttackMoveInfo : ITraitInfo, Requires<IMoveInfo>
{
[VoiceReference] public readonly string Voice = "Action";
[GrantedConditionReference]
[Desc("The condition to grant to self while scanning for targets during an attack-move.")]
public readonly string AttackMoveScanCondition = null;
[GrantedConditionReference]
[Desc("The condition to grant to self while scanning for targets during an assault-move.")]
public readonly string AssaultMoveScanCondition = null;
public object Create(ActorInitializer init) { return new AttackMove(init.Self, this); }
}
class AttackMove : INotifyCreated, ITick, IResolveOrder, IOrderVoice, INotifyIdle, ISync
{
[Sync] public CPos _targetLocation { get { return TargetLocation.HasValue ? TargetLocation.Value : CPos.Zero; } }
public CPos? TargetLocation = null;
readonly IMove move;
readonly AttackMoveInfo info;
ConditionManager conditionManager;
int attackMoveToken = ConditionManager.InvalidConditionToken;
int assaultMoveToken = ConditionManager.InvalidConditionToken;
bool assaultMoving = false;
public AttackMove(Actor self, AttackMoveInfo info)
{
move = self.Trait<IMove>();
this.info = info;
}
void INotifyCreated.Created(Actor self)
{
conditionManager = self.TraitOrDefault<ConditionManager>();
}
void ITick.Tick(Actor self)
{
if (conditionManager == null)
return;
var activity = self.CurrentActivity as AttackMoveActivity;
var attackActive = activity != null && !assaultMoving;
var assaultActive = activity != null && assaultMoving;
if (attackActive && attackMoveToken == ConditionManager.InvalidConditionToken && !string.IsNullOrEmpty(info.AttackMoveScanCondition))
attackMoveToken = conditionManager.GrantCondition(self, info.AttackMoveScanCondition);
else if (!attackActive && attackMoveToken != ConditionManager.InvalidConditionToken)
attackMoveToken = conditionManager.RevokeCondition(self, attackMoveToken);
if (assaultActive && assaultMoveToken == ConditionManager.InvalidConditionToken && !string.IsNullOrEmpty(info.AssaultMoveScanCondition))
assaultMoveToken = conditionManager.GrantCondition(self, info.AssaultMoveScanCondition);
else if (!assaultActive && assaultMoveToken != ConditionManager.InvalidConditionToken)
assaultMoveToken = conditionManager.RevokeCondition(self, assaultMoveToken);
}
public string VoicePhraseForOrder(Actor self, Order order)
{
if (order.OrderString == "AttackMove" || order.OrderString == "AssaultMove")
return info.Voice;
return null;
}
void Activate(Actor self, bool assaultMove)
{
assaultMoving = assaultMove;
self.QueueActivity(new AttackMoveActivity(self, move.MoveTo(TargetLocation.Value, 1)));
}
public void TickIdle(Actor self)
{
// This might cause the actor to be stuck if the target location is unreachable
if (TargetLocation.HasValue && self.Location != TargetLocation.Value)
Activate(self, assaultMoving);
}
public void ResolveOrder(Actor self, Order order)
{
TargetLocation = null;
if (order.OrderString == "AttackMove" || order.OrderString == "AssaultMove")
{
if (!order.Queued)
self.CancelActivity();
TargetLocation = move.NearestMoveableCell(order.TargetLocation);
self.SetTargetLine(Target.FromCell(self.World, TargetLocation.Value), Color.Red);
Activate(self, order.OrderString == "AssaultMove");
}
}
}
}