Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
79
OpenRA.Mods.Cnc/Activities/Infiltrate.cs
Normal file
79
OpenRA.Mods.Cnc/Activities/Infiltrate.cs
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@@ -0,0 +1,79 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright (c) The OpenRA Developers and Contributors
|
||||
* 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.
|
||||
*/
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||||
#endregion
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||||
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using System.Linq;
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using OpenRA.Mods.Cnc.Traits;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Activities
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{
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sealed class Infiltrate : Enter
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{
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readonly Infiltrates infiltrates;
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readonly INotifyInfiltration[] notifiers;
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Actor enterActor;
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public Infiltrate(Actor self, in Target target, Infiltrates infiltrates, Color? targetLineColor)
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: base(self, target, targetLineColor)
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{
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this.infiltrates = infiltrates;
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notifiers = self.TraitsImplementing<INotifyInfiltration>().ToArray();
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}
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protected override void TickInner(Actor self, in Target target, bool targetIsDeadOrHiddenActor)
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{
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if (infiltrates.IsTraitDisabled)
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Cancel(self, true);
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}
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protected override bool TryStartEnter(Actor self, Actor targetActor)
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{
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// Make sure we can still demolish the target before entering
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// (but not before, because this may stop the actor in the middle of nowhere)
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if (!infiltrates.CanInfiltrateTarget(self, Target.FromActor(targetActor)))
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{
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Cancel(self, true);
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return false;
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}
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enterActor = targetActor;
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return true;
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}
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protected override void OnEnterComplete(Actor self, Actor targetActor)
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{
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// Make sure the target hasn't changed while entering
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// OnEnterComplete is only called if targetActor is alive
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if (targetActor != enterActor || !infiltrates.CanInfiltrateTarget(self, Target.FromActor(targetActor)))
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return;
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foreach (var ini in notifiers)
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ini.Infiltrating(self);
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foreach (var t in targetActor.TraitsImplementing<INotifyInfiltrated>())
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t.Infiltrated(targetActor, self, infiltrates.Info.Types);
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if (!string.IsNullOrEmpty(infiltrates.Info.Notification))
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech",
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infiltrates.Info.Notification, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(self.Owner, infiltrates.Info.TextNotification);
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if (infiltrates.Info.EnterBehaviour == EnterBehaviour.Dispose)
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self.Dispose();
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else if (infiltrates.Info.EnterBehaviour == EnterBehaviour.Suicide)
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self.Kill(self);
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}
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}
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}
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126
OpenRA.Mods.Cnc/Activities/Leap.cs
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126
OpenRA.Mods.Cnc/Activities/Leap.cs
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@@ -0,0 +1,126 @@
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#region Copyright & License Information
|
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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
|
||||
* 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;
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using System.Collections.Generic;
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using OpenRA.Activities;
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using OpenRA.Mods.Cnc.Traits;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Activities
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{
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public class Leap : Activity
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{
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readonly Mobile mobile;
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readonly Mobile targetMobile;
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readonly int speed;
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readonly AttackLeap attack;
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readonly EdibleByLeap edible;
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readonly Target target;
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CPos destinationCell;
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SubCell destinationSubCell = SubCell.Any;
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WPos destination, origin;
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int length;
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bool canceled = false;
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bool jumpComplete = false;
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int ticks = 0;
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WPos targetPosition;
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public Leap(in Target target, Mobile mobile, Mobile targetMobile, int speed, AttackLeap attack, EdibleByLeap edible)
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{
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this.mobile = mobile;
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this.targetMobile = targetMobile;
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this.attack = attack;
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this.target = target;
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this.edible = edible;
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this.speed = speed;
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}
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protected override void OnFirstRun(Actor self)
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{
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destinationCell = target.Actor.Location;
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if (targetMobile != null)
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destinationSubCell = targetMobile.ToSubCell;
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origin = self.CenterPosition;
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destination = self.World.Map.CenterOfSubCell(destinationCell, destinationSubCell);
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length = Math.Max((origin - destination).Length / speed, 1);
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// First check if we are still allowed to leap
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// We need an extra boolean as using Cancel() in OnFirstRun doesn't work
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canceled = !edible.GetLeapAtBy(self) || target.Type != TargetType.Actor;
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IsInterruptible = false;
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if (canceled)
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return;
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targetPosition = target.CenterPosition;
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attack.GrantLeapCondition(self);
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}
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public override bool Tick(Actor self)
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{
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// Correct the visual position after we jumped
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if (canceled || jumpComplete)
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return true;
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if (target.Type != TargetType.Invalid)
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targetPosition = target.CenterPosition;
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var position = length > 1 ? WPos.Lerp(origin, targetPosition, ticks, length - 1) : targetPosition;
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mobile.SetCenterPosition(self, position);
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// We are at the destination
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if (++ticks >= length)
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{
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// Revoke the run condition
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attack.IsAiming = false;
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// Move to the correct subcells, if our target actor uses subcells
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// (This does not update the visual position!)
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mobile.SetLocation(destinationCell, destinationSubCell, destinationCell, destinationSubCell);
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// Update movement which results in movementType set to MovementType.None.
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// This is needed to prevent the move animation from playing.
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mobile.UpdateMovement();
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// Revoke the condition before attacking, as it is usually used to pause the attack trait
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attack.RevokeLeapCondition(self);
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attack.DoAttack(self, target);
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jumpComplete = true;
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QueueChild(mobile.LocalMove(self, position, self.World.Map.CenterOfSubCell(destinationCell, destinationSubCell)));
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}
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return false;
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}
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protected override void OnLastRun(Actor self)
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{
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attack.RevokeLeapCondition(self);
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base.OnLastRun(self);
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}
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protected override void OnActorDispose(Actor self)
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{
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attack.RevokeLeapCondition(self);
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base.OnActorDispose(self);
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}
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public override IEnumerable<Target> GetTargets(Actor self)
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{
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yield return Target.FromPos(ticks < length / 2 ? origin : destination);
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}
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}
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}
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176
OpenRA.Mods.Cnc/Activities/LeapAttack.cs
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176
OpenRA.Mods.Cnc/Activities/LeapAttack.cs
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@@ -0,0 +1,176 @@
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||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright (c) The OpenRA Developers and Contributors
|
||||
* 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
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Cnc.Traits;
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using OpenRA.Mods.Common;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Activities
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{
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public class LeapAttack : Activity, IActivityNotifyStanceChanged
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{
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readonly AttackLeapInfo info;
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readonly AttackLeap attack;
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readonly Mobile mobile;
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readonly bool allowMovement;
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readonly bool forceAttack;
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readonly Color? targetLineColor;
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readonly MoveCooldownHelper moveCooldownHelper;
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Target target;
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Target lastVisibleTarget;
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bool useLastVisibleTarget;
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WDist lastVisibleMinRange;
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WDist lastVisibleMaxRange;
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BitSet<TargetableType> lastVisibleTargetTypes;
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Player lastVisibleOwner;
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public LeapAttack(Actor self, in Target target, bool allowMovement, bool forceAttack, AttackLeap attack, AttackLeapInfo info, Color? targetLineColor = null)
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{
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this.target = target;
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this.targetLineColor = targetLineColor;
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this.info = info;
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this.attack = attack;
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this.allowMovement = allowMovement;
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this.forceAttack = forceAttack;
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mobile = self.Trait<Mobile>();
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moveCooldownHelper = new MoveCooldownHelper(self.World, mobile);
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// The target may become hidden between the initial order request and the first tick (e.g. if queued)
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// Moving to any position (even if quite stale) is still better than immediately giving up
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if ((target.Type == TargetType.Actor && target.Actor.CanBeViewedByPlayer(self.Owner))
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|| target.Type == TargetType.FrozenActor || target.Type == TargetType.Terrain)
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{
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lastVisibleTarget = Target.FromPos(target.CenterPosition);
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lastVisibleMinRange = attack.GetMinimumRangeVersusTarget(target);
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lastVisibleMaxRange = attack.GetMaximumRangeVersusTarget(target);
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if (target.Type == TargetType.Actor)
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{
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lastVisibleOwner = target.Actor.Owner;
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lastVisibleTargetTypes = target.Actor.GetEnabledTargetTypes();
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}
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else if (target.Type == TargetType.FrozenActor)
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{
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lastVisibleOwner = target.FrozenActor.Owner;
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lastVisibleTargetTypes = target.FrozenActor.TargetTypes;
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}
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}
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}
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protected override void OnFirstRun(Actor self)
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{
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attack.IsAiming = true;
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}
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public override bool Tick(Actor self)
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{
|
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if (IsCanceling)
|
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return true;
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|
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target = target.Recalculate(self.Owner, out var targetIsHiddenActor);
|
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if (!targetIsHiddenActor && target.Type == TargetType.Actor)
|
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{
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lastVisibleTarget = Target.FromTargetPositions(target);
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lastVisibleMinRange = attack.GetMinimumRangeVersusTarget(target);
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lastVisibleMaxRange = attack.GetMaximumRangeVersusTarget(target);
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lastVisibleOwner = target.Actor.Owner;
|
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lastVisibleTargetTypes = target.Actor.GetEnabledTargetTypes();
|
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}
|
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|
||||
useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);
|
||||
|
||||
var result = moveCooldownHelper.Tick(targetIsHiddenActor);
|
||||
if (result != null)
|
||||
return result.Value;
|
||||
|
||||
// Target is hidden or dead, and we don't have a fallback position to move towards
|
||||
if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self))
|
||||
return true;
|
||||
|
||||
var pos = self.CenterPosition;
|
||||
var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
|
||||
|
||||
if (!checkTarget.IsInRange(pos, lastVisibleMaxRange) || checkTarget.IsInRange(pos, lastVisibleMinRange))
|
||||
{
|
||||
if (!allowMovement || lastVisibleMaxRange == WDist.Zero || lastVisibleMaxRange < lastVisibleMinRange)
|
||||
return true;
|
||||
|
||||
moveCooldownHelper.NotifyMoveQueued();
|
||||
QueueChild(mobile.MoveWithinRange(target, lastVisibleMinRange, lastVisibleMaxRange, checkTarget.CenterPosition, Color.Red));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Ready to leap, but target isn't visible
|
||||
if (targetIsHiddenActor || target.Type != TargetType.Actor)
|
||||
return true;
|
||||
|
||||
// Target is not valid
|
||||
if (!target.IsValidFor(self) || !attack.HasAnyValidWeapons(target))
|
||||
return true;
|
||||
|
||||
var edible = target.Actor.TraitOrDefault<EdibleByLeap>();
|
||||
if (edible == null || !edible.CanLeap(self))
|
||||
return true;
|
||||
|
||||
// Can't leap yet
|
||||
if (attack.Armaments.All(a => a.IsReloading))
|
||||
return false;
|
||||
|
||||
// Use CenterOfSubCell with ToSubCell instead of target.Centerposition
|
||||
// to avoid continuous facing adjustments as the target moves
|
||||
var targetMobile = target.Actor.TraitOrDefault<Mobile>();
|
||||
var targetSubcell = targetMobile != null ? targetMobile.ToSubCell : SubCell.Any;
|
||||
|
||||
var destination = self.World.Map.CenterOfSubCell(target.Actor.Location, targetSubcell);
|
||||
var origin = self.World.Map.CenterOfSubCell(self.Location, mobile.FromSubCell);
|
||||
var desiredFacing = (destination - origin).Yaw;
|
||||
if (mobile.Facing != desiredFacing)
|
||||
{
|
||||
QueueChild(new Turn(self, desiredFacing));
|
||||
return false;
|
||||
}
|
||||
|
||||
QueueChild(new Leap(target, mobile, targetMobile, info.Speed.Length, attack, edible));
|
||||
|
||||
// Re-queue the child activities to kill the target if it didn't die in one go
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override void OnLastRun(Actor self)
|
||||
{
|
||||
attack.IsAiming = false;
|
||||
}
|
||||
|
||||
void IActivityNotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance)
|
||||
{
|
||||
// Cancel non-forced targets when switching to a more restrictive stance if they are no longer valid for auto-targeting
|
||||
if (newStance > oldStance || forceAttack)
|
||||
return;
|
||||
|
||||
// If lastVisibleTarget is invalid we could never view the target in the first place, so we just drop it here too
|
||||
if (!lastVisibleTarget.IsValidFor(self) || !autoTarget.HasValidTargetPriority(self, lastVisibleOwner, lastVisibleTargetTypes))
|
||||
target = Target.Invalid;
|
||||
}
|
||||
|
||||
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
|
||||
{
|
||||
if (targetLineColor != null)
|
||||
yield return new TargetLineNode(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value);
|
||||
}
|
||||
}
|
||||
}
|
||||
144
OpenRA.Mods.Cnc/Activities/Teleport.cs
Normal file
144
OpenRA.Mods.Cnc/Activities/Teleport.cs
Normal file
@@ -0,0 +1,144 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright (c) The OpenRA Developers and Contributors
|
||||
* 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;
|
||||
using System.Linq;
|
||||
using OpenRA.Activities;
|
||||
using OpenRA.Mods.Cnc.Traits;
|
||||
using OpenRA.Mods.Common.Traits;
|
||||
using OpenRA.Mods.Common.Traits.Render;
|
||||
using OpenRA.Primitives;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Cnc.Activities
|
||||
{
|
||||
public class Teleport : Activity
|
||||
{
|
||||
readonly Actor teleporter;
|
||||
readonly int? maximumDistance;
|
||||
readonly bool killOnFailure;
|
||||
readonly BitSet<DamageType> killDamageTypes;
|
||||
CPos destination;
|
||||
readonly bool killCargo;
|
||||
readonly bool screenFlash;
|
||||
readonly string sound;
|
||||
|
||||
public Teleport(Actor teleporter, CPos destination, int? maximumDistance,
|
||||
bool killCargo, bool screenFlash, string sound, bool interruptable = true,
|
||||
bool killOnFailure = false, BitSet<DamageType> killDamageTypes = default)
|
||||
{
|
||||
var max = teleporter.World.Map.Grid.MaximumTileSearchRange;
|
||||
if (maximumDistance > max)
|
||||
throw new InvalidOperationException($"Teleport distance cannot exceed the value of MaximumTileSearchRange ({max}).");
|
||||
|
||||
this.teleporter = teleporter;
|
||||
this.destination = destination;
|
||||
this.maximumDistance = maximumDistance;
|
||||
this.killCargo = killCargo;
|
||||
this.screenFlash = screenFlash;
|
||||
this.sound = sound;
|
||||
this.killOnFailure = killOnFailure;
|
||||
this.killDamageTypes = killDamageTypes;
|
||||
|
||||
if (!interruptable)
|
||||
IsInterruptible = false;
|
||||
}
|
||||
|
||||
public override bool Tick(Actor self)
|
||||
{
|
||||
var pc = self.TraitOrDefault<PortableChrono>();
|
||||
if (teleporter == self && pc != null && (!pc.CanTeleport || IsCanceling))
|
||||
{
|
||||
if (killOnFailure)
|
||||
self.Kill(teleporter, killDamageTypes);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
var bestCell = ChooseBestDestinationCell(self, destination);
|
||||
if (bestCell == null)
|
||||
{
|
||||
if (killOnFailure)
|
||||
self.Kill(teleporter, killDamageTypes);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
destination = bestCell.Value;
|
||||
|
||||
Game.Sound.Play(SoundType.World, sound, self.CenterPosition);
|
||||
Game.Sound.Play(SoundType.World, sound, self.World.Map.CenterOfCell(destination));
|
||||
|
||||
self.Trait<IPositionable>().SetPosition(self, destination);
|
||||
self.Generation++;
|
||||
|
||||
if (killCargo)
|
||||
{
|
||||
var cargo = self.TraitOrDefault<Cargo>();
|
||||
if (cargo != null && teleporter != null)
|
||||
{
|
||||
while (!cargo.IsEmpty())
|
||||
{
|
||||
var a = cargo.Unload(self);
|
||||
|
||||
// Kill all the units that are unloaded into the void
|
||||
// Kill() handles kill and death statistics
|
||||
a.Kill(teleporter);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Consume teleport charges if this wasn't triggered via chronosphere
|
||||
if (teleporter == self)
|
||||
pc?.ResetChargeTime();
|
||||
|
||||
// Trigger screen desaturate effect
|
||||
if (screenFlash)
|
||||
foreach (var a in self.World.ActorsWithTrait<ChronoshiftPostProcessEffect>())
|
||||
a.Trait.Enable();
|
||||
|
||||
if (teleporter != null && self != teleporter && !teleporter.Disposed)
|
||||
{
|
||||
var building = teleporter.TraitOrDefault<WithSpriteBody>();
|
||||
if (building != null && building.DefaultAnimation.HasSequence("active"))
|
||||
building.PlayCustomAnimation(teleporter, "active");
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
CPos? ChooseBestDestinationCell(Actor self, CPos destination)
|
||||
{
|
||||
if (teleporter == null)
|
||||
return null;
|
||||
|
||||
var restrictTo = maximumDistance == null ? null : self.World.Map.FindTilesInCircle(self.Location, maximumDistance.Value).ToHashSet();
|
||||
|
||||
if (maximumDistance != null)
|
||||
destination = restrictTo.MinBy(x => (x - destination).LengthSquared);
|
||||
|
||||
var pos = self.Trait<IPositionable>();
|
||||
if (pos.CanEnterCell(destination) && teleporter.Owner.Shroud.IsExplored(destination))
|
||||
return destination;
|
||||
|
||||
var max = maximumDistance ?? teleporter.World.Map.Grid.MaximumTileSearchRange;
|
||||
foreach (var tile in self.World.Map.FindTilesInCircle(destination, max))
|
||||
{
|
||||
if (teleporter.Owner.Shroud.IsExplored(tile)
|
||||
&& (restrictTo == null || restrictTo.Contains(tile))
|
||||
&& pos.CanEnterCell(tile))
|
||||
return tile;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user