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:
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OpenRA.Mods.Cnc/Traits/TDGunboat.cs
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242
OpenRA.Mods.Cnc/Traits/TDGunboat.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.Collections.Generic;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common;
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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.Traits
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{
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public class TDGunboatInfo : TraitInfo, IPositionableInfo, IFacingInfo, IMoveInfo, IActorPreviewInitInfo
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{
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public readonly int Speed = 28;
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[Desc("Facing to use when actor spawns. Only 256 and 768 supported.")]
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public readonly WAngle InitialFacing = new(256);
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[Desc("Facing to use for actor previews (map editor, color picker, etc). Only 256 and 768 supported.")]
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public readonly WAngle PreviewFacing = new(256);
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public override object Create(ActorInitializer init) { return new TDGunboat(init, this); }
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public WAngle GetInitialFacing() { return InitialFacing; }
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public Color GetTargetLineColor() { return Color.Green; }
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IEnumerable<ActorInit> IActorPreviewInitInfo.ActorPreviewInits(ActorInfo ai, ActorPreviewType type)
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{
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yield return new FacingInit(PreviewFacing);
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}
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public IReadOnlyDictionary<CPos, SubCell> OccupiedCells(ActorInfo info, CPos location, SubCell subCell = SubCell.Any)
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{
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return new Dictionary<CPos, SubCell>() { { location, SubCell.FullCell } };
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}
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bool IOccupySpaceInfo.SharesCell => false;
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// Used to determine if actor can spawn
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public bool CanEnterCell(World world, Actor self, CPos cell,
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SubCell subCell = SubCell.FullCell, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All)
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{
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return world.Map.Contains(cell);
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}
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}
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public class TDGunboat : ITick, ISync, IFacing, IPositionable, IMove, IDeathActorInitModifier,
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INotifyCreated, INotifyAddedToWorld, INotifyRemovedFromWorld, IActorPreviewInitModifier
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{
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public readonly TDGunboatInfo Info;
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readonly Actor self;
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static readonly WAngle Left = new(256);
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static readonly WAngle Right = new(768);
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IEnumerable<int> speedModifiers;
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INotifyCenterPositionChanged[] notifyCenterPositionChanged;
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[VerifySync]
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public WAngle Facing
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{
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get => Orientation.Yaw;
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set => Orientation = Orientation.WithYaw(value);
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}
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public WRot Orientation { get; private set; }
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[VerifySync]
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public WPos CenterPosition { get; private set; }
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public CPos TopLeft => self.World.Map.CellContaining(CenterPosition);
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// Isn't used anyway
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public WAngle TurnSpeed => WAngle.Zero;
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CPos cachedLocation;
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public TDGunboat(ActorInitializer init, TDGunboatInfo info)
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{
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Info = info;
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self = init.Self;
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var locationInit = init.GetOrDefault<LocationInit>();
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if (locationInit != null)
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SetPosition(self, locationInit.Value);
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var centerPositionInit = init.GetOrDefault<CenterPositionInit>();
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if (centerPositionInit != null)
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SetPosition(self, centerPositionInit.Value);
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Facing = init.GetValue<FacingInit, WAngle>(Info.GetInitialFacing());
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// Prevent mappers from setting bogus facings
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if (Facing != Left && Facing != Right)
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Facing = Facing.Angle > 511 ? Right : Left;
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}
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void INotifyCreated.Created(Actor self)
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{
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speedModifiers = self.TraitsImplementing<ISpeedModifier>().ToArray().Select(sm => sm.GetSpeedModifier());
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cachedLocation = self.Location;
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notifyCenterPositionChanged = self.TraitsImplementing<INotifyCenterPositionChanged>().ToArray();
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}
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void INotifyAddedToWorld.AddedToWorld(Actor self)
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{
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self.World.AddToMaps(self, this);
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}
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void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
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{
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self.World.RemoveFromMaps(self, this);
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}
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void ITick.Tick(Actor self)
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{
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if (cachedLocation != self.Location)
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{
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// If the actor just left the map, switch facing
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if (!self.World.Map.Contains(self.Location))
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Turn();
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}
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cachedLocation = self.Location;
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SetCenterPosition(self, self.CenterPosition + MoveStep(Facing));
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}
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void Turn()
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{
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Facing = Facing == Left ? Right : Left;
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}
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int MovementSpeed => Common.Util.ApplyPercentageModifiers(Info.Speed, speedModifiers);
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public (CPos, SubCell)[] OccupiedCells() { return [(TopLeft, SubCell.FullCell)]; }
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WVec MoveStep(WAngle facing)
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{
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return MoveStep(MovementSpeed, facing);
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}
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static WVec MoveStep(int speed, WAngle facing)
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{
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var dir = new WVec(0, -1024, 0).Rotate(WRot.FromYaw(facing));
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return speed * dir / 1024;
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}
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void IDeathActorInitModifier.ModifyDeathActorInit(Actor self, TypeDictionary init)
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{
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init.Add(new FacingInit(Facing));
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}
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public bool CanExistInCell(CPos cell) { return true; }
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public bool IsLeavingCell(CPos location, SubCell subCell = SubCell.Any) { return false; }
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public bool CanEnterCell(CPos cell, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All) { return true; }
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public SubCell GetValidSubCell(SubCell preferred) { return SubCell.Invalid; }
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public SubCell GetAvailableSubCell(CPos a, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All)
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{
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// Does not use any subcell
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return SubCell.Invalid;
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}
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public void SetCenterPosition(Actor self, WPos pos) { SetPosition(self, pos); }
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public void SetPosition(Actor self, CPos cell, SubCell subCell = SubCell.Any)
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{
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SetPosition(self, self.World.Map.CenterOfCell(cell));
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}
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public void SetPosition(Actor self, WPos pos)
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{
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if (self.IsInWorld)
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self.World.ActorMap.RemoveInfluence(self, this);
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CenterPosition = pos;
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if (!self.IsInWorld)
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return;
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self.World.UpdateMaps(self, this);
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self.World.ActorMap.AddInfluence(self, this);
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// This can be called from the constructor before notifyCenterPositionChanged is assigned.
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if (notifyCenterPositionChanged != null)
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foreach (var n in notifyCenterPositionChanged)
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n.CenterPositionChanged(self, 0, 0);
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}
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public Activity MoveTo(CPos cell, int nearEnough = 0, Actor ignoreActor = null,
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bool evaluateNearestMovableCell = false, Color? targetLineColor = null)
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{ return null; }
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public Activity MoveWithinRange(in Target target, WDist range,
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WPos? initialTargetPosition = null, Color? targetLineColor = null)
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{ return null; }
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public Activity MoveWithinRange(in Target target, WDist minRange, WDist maxRange,
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WPos? initialTargetPosition = null, Color? targetLineColor = null)
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{ return null; }
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public Activity MoveFollow(Actor self, in Target target, WDist minRange, WDist maxRange,
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WPos? initialTargetPosition = null, Color? targetLineColor = null)
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{ return null; }
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public Activity ReturnToCell(Actor self) { return null; }
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public Activity MoveToTarget(Actor self, in Target target,
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WPos? initialTargetPosition = null, Color? targetLineColor = null)
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{ return null; }
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public Activity MoveOntoTarget(Actor self, in Target target, in WVec offset,
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WAngle? facing, Color? targetLineColor = null)
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{ return null; }
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public Activity MoveIntoTarget(Actor self, in Target target) { return null; }
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public Activity LocalMove(Actor self, WPos fromPos, WPos toPos) { return null; }
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public int EstimatedMoveDuration(Actor self, WPos fromPos, WPos toPos)
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{
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return (toPos - fromPos).Length / Info.Speed;
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}
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public CPos NearestMoveableCell(CPos cell) { return cell; }
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// Actors with TDGunboat always move
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public MovementType CurrentMovementTypes { get => MovementType.Horizontal; set { } }
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public bool CanEnterTargetNow(Actor self, in Target target)
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{
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return false;
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}
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void IActorPreviewInitModifier.ModifyActorPreviewInit(Actor self, TypeDictionary inits)
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{
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if (!inits.Contains<DynamicFacingInit>() && !inits.Contains<FacingInit>())
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inits.Add(new DynamicFacingInit(() => Facing));
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}
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}
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}
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