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OpenRA/OpenRA.Mods.Common/Traits/CapturableProgressBlink.cs
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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>
2026-01-10 21:46:54 +08:00

84 lines
2.4 KiB
C#

#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.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Blinks the actor and captor when it is being captured.")]
sealed class CapturableProgressBlinkInfo : ConditionalTraitInfo, Requires<CapturableInfo>
{
[Desc("Number of ticks to wait between repeating blinks.")]
public readonly int Interval = 50;
[Desc("Sound to play at the same time the actor blinks.")]
public readonly string Sound = null;
public override object Create(ActorInitializer init) { return new CapturableProgressBlink(this); }
}
sealed class CapturableProgressBlink : ConditionalTrait<CapturableProgressBlinkInfo>, ITick, ICaptureProgressWatcher
{
readonly List<Player> captorOwners = [];
readonly HashSet<Actor> captors = [];
int tick = 0;
public CapturableProgressBlink(CapturableProgressBlinkInfo info)
: base(info) { }
void ICaptureProgressWatcher.Update(Actor self, Actor captor, Actor target, int current, int total)
{
if (self != target)
return;
if (total == 0)
{
captors.Remove(captor);
if (!captors.Any(c => c.Owner == captor.Owner))
captorOwners.Remove(captor.Owner);
}
else if (captors.Add(captor) && !captorOwners.Contains(captor.Owner))
captorOwners.Add(captor.Owner);
}
void ITick.Tick(Actor self)
{
if (IsTraitDisabled)
return;
if (captorOwners.Count == 0)
{
tick = 0;
return;
}
// Separate the blinks from different players by 4 ticks
if (tick / 4 < captorOwners.Count && tick % 4 == 0)
{
var captorOwner = captorOwners[tick / 4];
self.World.Add(new FlashTarget(self, captorOwner.Color));
foreach (var captor in captors)
if (captor.Owner == captorOwner)
self.World.Add(new FlashTarget(captor, captorOwner.Color));
if (Info.Sound != null)
Game.Sound.Play(SoundType.World, Info.Sound, self.CenterPosition);
}
if (++tick >= Info.Interval)
tick = 0;
}
}
}