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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122
OpenRA.Mods.Common/Traits/Player/DamgeNotifier.cs
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122
OpenRA.Mods.Common/Traits/Player/DamgeNotifier.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 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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[TraitLocation(SystemActors.Player)]
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[Desc("Plays an audio notification and shows a radar ping when attacked.",
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"Attach this to the player actor.")]
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public class DamageNotifierInfo : TraitInfo
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{
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[Desc("Target types to notify about.",
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"Leave empty to notify about all target types.")]
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public readonly BitSet<TargetableType> ValidTargets = default;
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[Desc("Target types to ignore.",
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"This overrides ValidTargets.",
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"Leave empty to notify about all target types.")]
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public readonly BitSet<TargetableType> InvalidTargets = default;
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[Desc("Minimum duration (in milliseconds) between notification events.",
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"Set to -1 to make notifications to play only once.")]
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public readonly int NotifyInterval = 30000;
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public readonly Color RadarPingColor = Color.Red;
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[Desc("Length of time (in ticks) to display a location ping in the minimap.")]
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public readonly int RadarPingDuration = 250;
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[NotificationReference("Speech")]
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[Desc("Speech notification type to play.")]
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public readonly string Notification = null;
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[FluentReference(optional: true)]
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[Desc("Text notification to display.")]
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public readonly string TextNotification = null;
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[NotificationReference("Speech")]
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[Desc("Speech notification to play to allies when under attack.",
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"Won't play a notification to allies if this is null.")]
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public readonly string AllyNotification = null;
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[FluentReference(optional: true)]
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[Desc("Text notification to display to allies when under attack.")]
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public readonly string AllyTextNotification = null;
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public override object Create(ActorInitializer init) { return new DamageNotifier(init.Self, this); }
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}
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public class DamageNotifier : INotifyDamage
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{
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readonly RadarPings radarPings;
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readonly DamageNotifierInfo info;
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long nextActiveTick = 0;
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public DamageNotifier(Actor self, DamageNotifierInfo info)
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{
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radarPings = self.World.WorldActor.TraitOrDefault<RadarPings>();
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this.info = info;
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}
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void INotifyDamage.Damaged(Actor self, AttackInfo e)
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{
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var localPlayer = self.World.LocalPlayer;
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if (localPlayer == null || localPlayer.Spectating)
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return;
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if (e.Attacker == null)
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return;
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if (e.Attacker.Owner == self.Owner)
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return;
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if (e.Attacker == self.World.WorldActor)
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return;
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if (!info.ValidTargets.IsEmpty && !self.GetEnabledTargetTypes().Overlaps(info.ValidTargets))
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return;
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if (!info.InvalidTargets.IsEmpty && self.GetEnabledTargetTypes().Overlaps(info.InvalidTargets))
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return;
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if (e.Attacker.Owner.IsAlliedWith(self.Owner) && e.Damage.Value <= 0)
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return;
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if (Game.RunTime >= nextActiveTick)
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{
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var visible = self.Owner.IsAlliedWith(self.World.RenderPlayer);
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radarPings?.Add(() => visible, self.CenterPosition, info.RadarPingColor, info.RadarPingDuration);
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if (!visible)
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return;
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var rules = self.World.Map.Rules;
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if (self.Owner == localPlayer)
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{
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Game.Sound.PlayNotification(rules, self.Owner, "Speech", info.Notification, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(self.Owner, info.TextNotification);
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}
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else if (localPlayer.IsAlliedWith(self.Owner) && localPlayer != e.Attacker.Owner)
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{
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Game.Sound.PlayNotification(rules, localPlayer, "Speech", info.AllyNotification, localPlayer.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(localPlayer, info.AllyTextNotification);
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}
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nextActiveTick = Game.RunTime + info.NotifyInterval;
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if (info.NotifyInterval < 0 || nextActiveTick < 0) // Notify once if NotifyInterval is negative or correct overflow
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nextActiveTick = long.MaxValue;
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}
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}
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}
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}
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