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.Common/Traits/Buildings/TransformsIntoAircraft.cs
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226
OpenRA.Mods.Common/Traits/Buildings/TransformsIntoAircraft.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.Frozen;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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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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[Desc("Add to a building to expose a move cursor that triggers Transforms and issues a move order to the transformed actor.")]
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public class TransformsIntoAircraftInfo : ConditionalTraitInfo, Requires<TransformsInfo>
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{
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[Desc("Can the actor be ordered to move in to shroud?")]
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public readonly bool MoveIntoShroud = true;
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[ActorReference]
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[FieldLoader.Require]
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public readonly FrozenSet<string> DockActors = FrozenSet<string>.Empty;
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[VoiceReference]
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public readonly string Voice = "Action";
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[Desc("Require the force-move modifier to display the move cursor.")]
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public readonly bool RequiresForceMove = false;
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[CursorReference]
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[Desc("Cursor to display when a move order can be issued at target location.")]
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public readonly string Cursor = "move";
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[CursorReference]
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[Desc("Cursor to display when a move order cannot be issued at target location.")]
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public readonly string BlockedCursor = "move-blocked";
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[CursorReference]
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[Desc("Cursor to display when able to land at target building.")]
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public readonly string EnterCursor = "enter";
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[CursorReference]
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[Desc("Cursor to display when unable to land at target building.")]
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public readonly string EnterBlockedCursor = "enter-blocked";
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[Desc("Color to use for the target line for regular move orders.")]
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public readonly Color TargetLineColor = Color.Green;
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public override object Create(ActorInitializer init) { return new TransformsIntoAircraft(init, this); }
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}
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public class TransformsIntoAircraft : ConditionalTrait<TransformsIntoAircraftInfo>, IIssueOrder, IResolveOrder, IOrderVoice
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{
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readonly Actor self;
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Transforms[] transforms;
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public TransformsIntoAircraft(ActorInitializer init, TransformsIntoAircraftInfo info)
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: base(info)
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{
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self = init.Self;
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}
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protected override void Created(Actor self)
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{
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transforms = self.TraitsImplementing<Transforms>().ToArray();
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base.Created(self);
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}
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IEnumerable<IOrderTargeter> IIssueOrder.Orders
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{
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get
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{
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if (!IsTraitDisabled)
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{
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yield return new EnterAlliedActorTargeter<BuildingInfo>(
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"Enter",
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5,
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Info.EnterCursor,
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Info.EnterBlockedCursor,
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AircraftCanEnter,
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target => Reservable.IsAvailableFor(target, self));
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yield return new AircraftMoveOrderTargeter(this);
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}
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}
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}
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public bool AircraftCanEnter(Actor a, TargetModifiers modifiers)
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{
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if (Info.RequiresForceMove && !modifiers.HasModifier(TargetModifiers.ForceMove))
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return false;
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return AircraftCanEnter(a);
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}
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public bool AircraftCanEnter(Actor a)
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{
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return !self.AppearsHostileTo(a) && Info.DockActors.Contains(a.Info.Name);
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}
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// Note: Returns a valid order even if the unit can't move to the target
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Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued)
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{
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if (order.OrderID == "Enter" || order.OrderID == "Move")
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return new Order(order.OrderID, self, target, queued);
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return null;
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}
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void IResolveOrder.ResolveOrder(Actor self, Order order)
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{
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if (IsTraitDisabled)
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return;
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if (order.OrderString == "Move")
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{
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if (!order.Target.IsValidFor(self))
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return;
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var cell = self.World.Map.Clamp(self.World.Map.CellContaining(order.Target.CenterPosition));
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if (!Info.MoveIntoShroud && !self.Owner.Shroud.IsExplored(cell))
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return;
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}
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else if (order.OrderString == "Enter")
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{
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// Enter and Repair orders are only valid for own/allied actors,
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// which are guaranteed to never be frozen.
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if (order.Target.Type != TargetType.Actor)
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return;
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if (!AircraftCanEnter(order.Target.Actor))
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return;
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}
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else
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return;
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var currentTransform = self.CurrentActivity as Transform;
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var transform = transforms.FirstOrDefault(t => !t.IsTraitDisabled && !t.IsTraitPaused);
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if (transform == null && currentTransform == null)
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return;
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// Manually manage the inner activity queue
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var activity = currentTransform ?? transform.GetTransformActivity();
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if (!order.Queued)
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activity.NextActivity?.Cancel(self);
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activity.Queue(new IssueOrderAfterTransform(order.OrderString, order.Target, Info.TargetLineColor));
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if (currentTransform == null)
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self.QueueActivity(order.Queued, activity);
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self.ShowTargetLines();
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}
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string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)
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{
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if (IsTraitDisabled)
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return null;
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switch (order.OrderString)
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{
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case "Move":
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if (!Info.MoveIntoShroud && order.Target.Type != TargetType.Invalid)
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{
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var cell = self.World.Map.CellContaining(order.Target.CenterPosition);
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if (!self.Owner.Shroud.IsExplored(cell))
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return null;
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}
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return Info.Voice;
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case "Enter":
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return Info.Voice;
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default: return null;
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}
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}
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sealed class AircraftMoveOrderTargeter : IOrderTargeter
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{
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readonly TransformsIntoAircraft aircraft;
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public bool TargetOverridesSelection(Actor self, in Target target, List<Actor> actorsAt, CPos xy, TargetModifiers modifiers)
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{
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// Always prioritise orders over selecting other peoples actors or own actors that are already selected
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if (target.Type == TargetType.Actor && (target.Actor.Owner != self.Owner || self.World.Selection.Contains(target.Actor)))
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return true;
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return modifiers.HasModifier(TargetModifiers.ForceMove);
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}
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public AircraftMoveOrderTargeter(TransformsIntoAircraft aircraft)
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{
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this.aircraft = aircraft;
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}
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public string OrderID => "Move";
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public int OrderPriority => 4;
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public bool IsQueued { get; private set; }
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public bool CanTarget(Actor self, in Target target, ref TargetModifiers modifiers, ref string cursor)
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{
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if (target.Type != TargetType.Terrain || (aircraft.Info.RequiresForceMove && !modifiers.HasModifier(TargetModifiers.ForceMove)))
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return false;
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var location = self.World.Map.CellContaining(target.CenterPosition);
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var explored = self.Owner.Shroud.IsExplored(location);
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cursor = self.World.Map.Contains(location) ? aircraft.Info.Cursor : aircraft.Info.BlockedCursor;
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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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if (!(self.CurrentActivity is Transform || aircraft.transforms.Any(t => !t.IsTraitDisabled && !t.IsTraitPaused))
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|| (!explored && !aircraft.Info.MoveIntoShroud))
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cursor = aircraft.Info.BlockedCursor;
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return true;
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}
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}
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}
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}
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