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/TransformsIntoMobile.cs
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OpenRA.Mods.Common/Traits/Buildings/TransformsIntoMobile.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.Pathfinder;
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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 TransformsIntoMobileInfo : ConditionalTraitInfo, Requires<TransformsInfo>
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{
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[LocomotorReference]
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[FieldLoader.Require]
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[Desc("Locomotor used by the transformed actor. Must be defined on the World actor.")]
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public readonly string Locomotor = null;
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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(dictionaryReference: LintDictionaryReference.Values)]
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[Desc("Cursor overrides to display for specific terrain types.",
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"A dictionary of [terrain type]: [cursor name].")]
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public readonly FrozenDictionary<string, string> TerrainCursors = FrozenDictionary<string, string>.Empty;
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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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[VoiceReference]
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public readonly string Voice = "Action";
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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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[Desc("Require the force-move modifier to display the move cursor.")]
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public readonly bool RequiresForceMove = false;
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public override object Create(ActorInitializer init) { return new TransformsIntoMobile(init, this); }
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public LocomotorInfo LocomotorInfo { get; private set; }
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public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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var locomotorInfos = rules.Actors[SystemActors.World].TraitInfos<LocomotorInfo>()
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.Where(li => li.Name == Locomotor).ToList();
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if (locomotorInfos.Count == 0)
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throw new YamlException($"A locomotor named '{Locomotor}' doesn't exist.");
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else if (locomotorInfos.Count > 1)
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throw new YamlException($"There is more than one locomotor named '{Locomotor}'.");
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LocomotorInfo = locomotorInfos[0];
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base.RulesetLoaded(rules, ai);
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}
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}
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public class TransformsIntoMobile : ConditionalTrait<TransformsIntoMobileInfo>, IIssueOrder, IResolveOrder, IOrderVoice
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{
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readonly Actor self;
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Transforms[] transforms;
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Locomotor locomotor;
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public TransformsIntoMobile(ActorInitializer init, TransformsIntoMobileInfo 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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locomotor = self.World.WorldActor.TraitsImplementing<Locomotor>()
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.Single(l => l.Info.Name == Info.Locomotor);
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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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yield return new MoveOrderTargeter(self, this);
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}
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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 is MoveOrderTargeter)
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return new Order("Move", 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(this.self.World.Map.CellContaining(order.Target.CenterPosition));
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if (!Info.LocomotorInfo.MoveIntoShroud && !self.Owner.Shroud.IsExplored(cell))
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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("Move", 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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else if (order.OrderString == "Stop")
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{
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// We don't want Stop orders from traits other than Mobile or Aircraft to cancel Resupply activity.
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// Resupply is always either the main activity or a child of ReturnToBase.
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// TODO: This should generally only cancel activities queued by this trait.
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if (self.CurrentActivity == null || self.CurrentActivity is Resupply || self.CurrentActivity is ReturnToBase)
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return;
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self.CancelActivity();
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}
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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.LocomotorInfo.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 "Stop":
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return Info.Voice;
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default:
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return null;
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}
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}
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sealed class MoveOrderTargeter : IOrderTargeter
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{
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readonly TransformsIntoMobile mobile;
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readonly bool rejectMove;
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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 MoveOrderTargeter(Actor self, TransformsIntoMobile mobile)
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{
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this.mobile = mobile;
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rejectMove = !self.AcceptsOrder("Move");
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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 (rejectMove || target.Type != TargetType.Terrain || (mobile.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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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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var explored = self.Owner.Shroud.IsExplored(location);
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if (!self.World.Map.Contains(location) ||
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!(self.CurrentActivity is Transform || mobile.transforms.Any(t => !t.IsTraitDisabled && !t.IsTraitPaused))
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|| (!explored && !mobile.locomotor.Info.MoveIntoShroud)
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|| (explored && !CanEnterCell(self, location)))
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cursor = mobile.Info.BlockedCursor;
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else if (!explored || !mobile.Info.TerrainCursors.TryGetValue(self.World.Map.GetTerrainInfo(location).Type, out cursor))
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cursor = mobile.Info.Cursor;
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return true;
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}
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bool CanEnterCell(Actor self, CPos cell)
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{
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return mobile.locomotor.MovementCostToEnterCell(
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self, cell, BlockedByActor.All, null) != PathGraph.MovementCostForUnreachableCell;
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}
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}
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}
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}
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