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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162
OpenRA.Mods.D2k/Traits/Buildings/D2kBuilding.cs
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162
OpenRA.Mods.D2k/Traits/Buildings/D2kBuilding.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.Immutable;
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using System.IO;
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using System.Linq;
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using OpenRA.Mods.Common.Terrain;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.D2k.Traits.Buildings
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{
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public class D2kBuildingInfo : BuildingInfo
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{
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[Desc("Amount of damage received per DamageInterval ticks.")]
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public readonly int Damage = 500;
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[Desc("Delay between receiving damage.")]
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public readonly int DamageInterval = 100;
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[Desc("Apply the damage using these damagetypes.")]
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public readonly BitSet<DamageType> DamageTypes = default;
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[Desc("Terrain types where the actor will take damage.")]
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public readonly ImmutableArray<string> DamageTerrainTypes = ["Rock"];
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[Desc("Percentage health below which the actor will not receive further damage.")]
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public readonly int DamageThreshold = 50;
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[Desc("Inflict damage down to the DamageThreshold when the actor gets created on damaging terrain.")]
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public readonly bool StartOnThreshold = true;
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[Desc("The terrain template to place when adding a concrete foundation. " +
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"If the template is PickAny, then the actor footprint will be filled with this tile.")]
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public readonly ushort ConcreteTemplate = 88;
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[Desc("List of required prerequisites to place a terrain template.")]
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public readonly ImmutableArray<string> ConcretePrerequisites = [];
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public override object Create(ActorInitializer init) { return new D2kBuilding(init, this); }
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}
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public class D2kBuilding : Building, ITick, INotifyCreated
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{
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readonly D2kBuildingInfo info;
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BuildableTerrainLayer layer;
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IHealth health;
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int safeTiles;
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int totalTiles;
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int damageThreshold;
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int damageTicks;
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TechTree techTree;
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BuildingInfluence bi;
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public D2kBuilding(ActorInitializer init, D2kBuildingInfo info)
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: base(init, info)
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{
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this.info = info;
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}
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void INotifyCreated.Created(Actor self)
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{
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health = self.TraitOrDefault<IHealth>();
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layer = self.World.WorldActor.TraitOrDefault<BuildableTerrainLayer>();
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bi = self.World.WorldActor.Trait<BuildingInfluence>();
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techTree = self.Owner.PlayerActor.TraitOrDefault<TechTree>();
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}
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protected override void AddedToWorld(Actor self)
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{
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base.AddedToWorld(self);
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if (layer != null && (info.ConcretePrerequisites.Length == 0 || techTree == null || techTree.HasPrerequisites(info.ConcretePrerequisites)))
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{
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var map = self.World.Map;
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if (self.World.Map.Rules.TerrainInfo is not ITemplatedTerrainInfo terrainInfo)
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throw new InvalidDataException("D2kBuilding requires a template-based tileset.");
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var template = terrainInfo.Templates[info.ConcreteTemplate];
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if (template.PickAny)
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{
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// Fill the footprint with random variants
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foreach (var c in info.Tiles(self.Location))
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{
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// Only place on allowed terrain types
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if (!map.Contains(c) || map.CustomTerrain[c] != byte.MaxValue || !info.TerrainTypes.Contains(map.GetTerrainInfo(c).Type))
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continue;
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// Don't place under other buildings (or their bib)
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if (bi.GetBuildingsAt(c).Any(a => a != self))
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continue;
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var index = Game.CosmeticRandom.Next(template.TilesCount);
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layer.AddTile(c, new TerrainTile(template.Id, (byte)index));
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}
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}
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else
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{
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for (var i = 0; i < template.TilesCount; i++)
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{
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var c = self.Location + new CVec(i % template.Size.X, i / template.Size.X);
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// Only place on allowed terrain types
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if (!map.Contains(c) || map.CustomTerrain[c] != byte.MaxValue || !info.TerrainTypes.Contains(map.GetTerrainInfo(c).Type))
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continue;
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// Don't place under other buildings (or their bib)
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if (bi.GetBuildingsAt(c).Any(a => a != self))
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continue;
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layer.AddTile(c, new TerrainTile(template.Id, (byte)i));
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}
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}
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}
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if (health == null)
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return;
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foreach (var kv in self.OccupiesSpace.OccupiedCells())
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{
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totalTiles++;
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if (!info.DamageTerrainTypes.Contains(self.World.Map.GetTerrainInfo(kv.Cell).Type))
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safeTiles++;
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}
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if (totalTiles == 0 || totalTiles == safeTiles)
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return;
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// Cast to long to avoid overflow when multiplying by the health
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damageThreshold = (int)((info.DamageThreshold * (long)health.MaxHP + (100 - info.DamageThreshold) * safeTiles * (long)health.MaxHP / totalTiles) / 100);
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if (!info.StartOnThreshold)
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return;
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// Start with maximum damage applied, ignoring modifiers like player handicap
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var delta = health.HP - damageThreshold;
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if (delta > 0)
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health.InflictDamage(self, self.World.WorldActor, new Damage(delta, info.DamageTypes), true);
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}
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void ITick.Tick(Actor self)
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{
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if (totalTiles == safeTiles || health.HP <= damageThreshold || --damageTicks > 0)
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return;
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// Terrain damage should not change with modifiers like player handicap
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health.InflictDamage(self, self.World.WorldActor, new Damage(info.Damage, info.DamageTypes), true);
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damageTicks = info.DamageInterval;
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}
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}
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}
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