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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OpenRA.Mods.Common/Traits/AutoCrusher.cs
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103
OpenRA.Mods.Common/Traits/AutoCrusher.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.Common.Activities;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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sealed class AutoCrusherInfo : PausableConditionalTraitInfo, Requires<IMoveInfo>
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{
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[Desc("Maximum range to scan for targets.")]
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public readonly WDist ScanRadius = WDist.FromCells(5);
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[Desc("The minimal amount of ticks to wait between scanning for targets.")]
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public readonly int MinimumScanTimeInterval = 10;
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[Desc("The maximal amount of ticks to wait between scanning for targets.")]
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public readonly int MaximumScanTimeInterval = 15;
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[Desc("The crush class(es) that can be automatically crushed.")]
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public readonly BitSet<CrushClass> CrushClasses = default;
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[Desc("Player relationships the owner of the actor needs to get targeted.")]
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public readonly PlayerRelationship TargetRelationships = PlayerRelationship.Ally | PlayerRelationship.Neutral | PlayerRelationship.Enemy;
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public override object Create(ActorInitializer init) { return new AutoCrusher(init.Self, this); }
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}
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sealed class AutoCrusher : ConditionalTrait<AutoCrusherInfo>, INotifyIdle
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{
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int nextScanTime;
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readonly IMoveInfo moveInfo;
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readonly bool isAircraft;
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readonly bool ignoresDisguise;
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readonly IMove move;
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public AutoCrusher(Actor self, AutoCrusherInfo info)
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: base(info)
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{
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move = self.Trait<IMove>();
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moveInfo = self.Info.TraitInfo<IMoveInfo>();
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isAircraft = move is Aircraft;
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ignoresDisguise = self.Info.HasTraitInfo<IgnoresDisguiseInfo>();
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}
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void INotifyIdle.TickIdle(Actor self)
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{
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if (IsTraitDisabled || nextScanTime-- > 0)
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return;
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var crushableActor = self.World.FindActorsInCircle(self.CenterPosition, Info.ScanRadius)
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.Where(a => IsValidCrushTarget(self, a))
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.ClosestToWithPathFrom(self); // TODO: Make it use shortest pathfinding distance instead
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if (crushableActor == null)
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return;
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if (isAircraft)
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self.QueueActivity(new Land(self, Target.FromActor(crushableActor), targetLineColor: moveInfo.GetTargetLineColor()));
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else
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self.QueueActivity(move.MoveTo(crushableActor.Location, targetLineColor: moveInfo.GetTargetLineColor()));
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nextScanTime = self.World.SharedRandom.Next(Info.MinimumScanTimeInterval, Info.MaximumScanTimeInterval);
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}
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bool IsValidCrushTarget(Actor self, Actor target)
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{
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if (target == self || target.IsDead || !target.IsInWorld || self.Location == target.Location || !target.IsAtGroundLevel())
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return false;
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var targetRelationship = self.Owner.RelationshipWith(target.Owner);
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var effectiveOwner = target.EffectiveOwner?.Owner;
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if (effectiveOwner != null && !ignoresDisguise && targetRelationship != PlayerRelationship.Ally)
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{
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// Check effective relationships if the target is disguised and we cannot see through the disguise. (By ignoring it or by being an ally.)
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if (!Info.TargetRelationships.HasRelationship(self.Owner.RelationshipWith(effectiveOwner)))
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return false;
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}
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else if (!Info.TargetRelationships.HasRelationship(targetRelationship))
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return false;
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if (target.TraitsImplementing<Cloak>().Any(c => !c.IsTraitDisabled && !c.IsVisible(target, self.Owner)))
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return false;
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return target.Crushables.Any(c => c.CrushableBy(target, self, Info.CrushClasses));
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}
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protected override void TraitEnabled(Actor self)
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{
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nextScanTime = self.World.SharedRandom.Next(Info.MinimumScanTimeInterval, Info.MaximumScanTimeInterval);
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}
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}
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}
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