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:
116
OpenRA.Mods.Common/Traits/Infantry/ScaredyCat.cs
Normal file
116
OpenRA.Mods.Common/Traits/Infantry/ScaredyCat.cs
Normal file
@@ -0,0 +1,116 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright (c) The OpenRA Developers and Contributors
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation, either version 3 of
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Frozen;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Makes the unit automatically run around when taking damage.")]
|
||||
sealed class ScaredyCatInfo : TraitInfo, Requires<MobileInfo>
|
||||
{
|
||||
[Desc("Chance (out of 100) the unit has to enter panic mode when attacked.")]
|
||||
public readonly int PanicChance = 100;
|
||||
|
||||
[Desc("How long (in ticks) the actor should panic for.")]
|
||||
public readonly int PanicDuration = 250;
|
||||
|
||||
[Desc("Panic movement speed as a percentage of the normal speed.")]
|
||||
public readonly int PanicSpeedModifier = 200;
|
||||
|
||||
[Desc("Chance (out of 100) the unit has to enter panic mode when attacking.")]
|
||||
public readonly int AttackPanicChance = 20;
|
||||
|
||||
[Desc("The terrain types that this actor should avoid running on to while panicking.")]
|
||||
public readonly FrozenSet<string> AvoidTerrainTypes = FrozenSet<string>.Empty;
|
||||
|
||||
[SequenceReference(prefix: true)]
|
||||
public readonly string PanicSequencePrefix = "panic-";
|
||||
|
||||
public override object Create(ActorInitializer init) { return new ScaredyCat(init.Self, this); }
|
||||
}
|
||||
|
||||
sealed class ScaredyCat : ITick, INotifyIdle, INotifyDamage, INotifyAttack, ISpeedModifier, ISync, IRenderInfantrySequenceModifier
|
||||
{
|
||||
readonly ScaredyCatInfo info;
|
||||
readonly Mobile mobile;
|
||||
readonly Actor self;
|
||||
readonly Func<CPos, bool> avoidTerrainFilter;
|
||||
|
||||
[VerifySync]
|
||||
int panicStartedTick;
|
||||
bool Panicking => panicStartedTick > 0;
|
||||
|
||||
bool IRenderInfantrySequenceModifier.IsModifyingSequence => Panicking;
|
||||
string IRenderInfantrySequenceModifier.SequencePrefix => info.PanicSequencePrefix;
|
||||
|
||||
public ScaredyCat(Actor self, ScaredyCatInfo info)
|
||||
{
|
||||
this.self = self;
|
||||
this.info = info;
|
||||
mobile = self.Trait<Mobile>();
|
||||
|
||||
if (info.AvoidTerrainTypes.Count > 0)
|
||||
avoidTerrainFilter = c => info.AvoidTerrainTypes.Contains(self.World.Map.GetTerrainInfo(c).Type);
|
||||
}
|
||||
|
||||
public void Panic()
|
||||
{
|
||||
if (!Panicking)
|
||||
self.CancelActivity();
|
||||
|
||||
panicStartedTick = self.World.WorldTick;
|
||||
}
|
||||
|
||||
void ITick.Tick(Actor self)
|
||||
{
|
||||
if (!Panicking)
|
||||
return;
|
||||
|
||||
if (self.World.WorldTick >= panicStartedTick + info.PanicDuration)
|
||||
{
|
||||
self.CancelActivity();
|
||||
panicStartedTick = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void INotifyIdle.TickIdle(Actor self)
|
||||
{
|
||||
if (!Panicking)
|
||||
return;
|
||||
|
||||
// Note: This is just a modified copy of Mobile.Nudge
|
||||
var cell = mobile.GetAdjacentCell(self.Location, avoidTerrainFilter);
|
||||
if (cell != null)
|
||||
self.QueueActivity(false, mobile.MoveTo(cell.Value, 0));
|
||||
}
|
||||
|
||||
void INotifyDamage.Damaged(Actor self, AttackInfo e)
|
||||
{
|
||||
if (e.Damage.Value > 0 && self.World.SharedRandom.Next(100) < info.PanicChance)
|
||||
Panic();
|
||||
}
|
||||
|
||||
void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel)
|
||||
{
|
||||
if (self.World.SharedRandom.Next(100) < info.AttackPanicChance)
|
||||
Panic();
|
||||
}
|
||||
|
||||
void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel) { }
|
||||
|
||||
int ISpeedModifier.GetSpeedModifier()
|
||||
{
|
||||
return Panicking ? info.PanicSpeedModifier : 100;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user