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>
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79
OpenRA.Mods.Cnc/Activities/Infiltrate.cs
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79
OpenRA.Mods.Cnc/Activities/Infiltrate.cs
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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
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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.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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