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Cloak.cs
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Cloak.cs
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#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.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Effects;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Flags]
public enum UncloakType
{
None = 0,
Attack = 1,
Move = 2,
Load = 4,
Unload = 8,
Infiltrate = 16,
Demolish = 32,
Damage = 64,
Heal = 128,
SelfHeal = 256,
Dock = 512,
SupportPower = 1024,
}
// Type tag for DetectionTypes
public class DetectionType { }
public enum CloakStyle { None, Alpha, Color, Palette }
[Desc("This unit can cloak and uncloak in specific situations.")]
public class CloakInfo : PausableConditionalTraitInfo
{
[Desc("Measured in game ticks.")]
public readonly int InitialDelay = 10;
[Desc("Measured in game ticks.")]
public readonly int CloakDelay = 30;
[Desc(
"Events leading to the actor getting uncloaked. " +
"Possible values are: Attack, Move, Unload, Infiltrate, Demolish, Dock, Damage, Heal, SelfHeal and SupportPower.",
"'Dock' is triggered when docking to a refinery or resupplying.",
"'SupportPower' is triggered when using a support power.")]
public readonly UncloakType UncloakOn = UncloakType.Attack
| UncloakType.Unload | UncloakType.Infiltrate | UncloakType.Demolish | UncloakType.Dock;
public readonly string CloakSound = null;
public readonly string UncloakSound = null;
public readonly BitSet<DetectionType> DetectionTypes = new("Cloak");
[GrantedConditionReference]
[Desc("The condition to grant to self while cloaked.")]
public readonly string CloakedCondition = null;
[Desc("The type of cloak. Same type of cloaks won't trigger cloaking and uncloaking sound and effect.")]
public readonly string CloakType = null;
[Desc("Render effect to use when cloaked.")]
public readonly CloakStyle CloakStyle = CloakStyle.Alpha;
[Desc("The alpha level to use when cloaked when using Alpha CloakStyle.")]
public readonly float CloakedAlpha = 0.55f;
[Desc("The color to use when cloaked when using Color CloakStyle.")]
public readonly Color CloakedColor = Color.FromArgb(140, 0, 0, 0);
[PaletteReference(nameof(IsPlayerPalette))]
[Desc("The palette to use when cloaked when using Palette CloakStyle.")]
public readonly string CloakedPalette = null;
[Desc("Indicates that CloakedPalette is a player palette when using Palette CloakStyle.")]
public readonly bool IsPlayerPalette = false;
[Desc("Which image to use for the effect played when cloaking or uncloaking.")]
public readonly string EffectImage = null;
[Desc("Which effect sequence to play when cloaking.")]
[SequenceReference(nameof(EffectImage), allowNullImage: true)]
public readonly string CloakEffectSequence = null;
[Desc("Which effect sequence to play when uncloaking.")]
[SequenceReference(nameof(EffectImage), allowNullImage: true)]
public readonly string UncloakEffectSequence = null;
[PaletteReference(nameof(EffectPaletteIsPlayerPalette))]
public readonly string EffectPalette = "effect";
public readonly bool EffectPaletteIsPlayerPalette = false;
[Desc("Offset for the effect played when cloaking or uncloaking.")]
public readonly WVec EffectOffset = WVec.Zero;
[Desc("Should the effect track the actor.")]
public readonly bool EffectTracksActor = true;
public override object Create(ActorInitializer init) { return new Cloak(this); }
}
public class Cloak : PausableConditionalTrait<CloakInfo>,
IRenderModifier, INotifyDamage, INotifyUnloadCargo, INotifyLoadCargo, INotifyDemolition, INotifyInfiltration,
INotifyAttack, ITick, IVisibilityModifier, IRadarColorModifier, INotifyDockClient, INotifySupportPower
{
readonly float3 cloakedColor;
readonly float cloakedColorAlpha;
[Sync]
int remainingTime;
bool isDocking;
Cloak[] otherCloaks;
CPos? lastPos;
bool wasCloaked = false;
bool firstTick = true;
int cloakedToken = Actor.InvalidConditionToken;
public Cloak(CloakInfo info)
: base(info)
{
remainingTime = info.InitialDelay;
cloakedColor = new float3(info.CloakedColor.R, info.CloakedColor.G, info.CloakedColor.B) / 255f;
cloakedColorAlpha = info.CloakedColor.A / 255f;
}
protected override void Created(Actor self)
{
if (Info.CloakType != null)
{
otherCloaks = self.TraitsImplementing<Cloak>()
.Where(c => c != this && c.Info.CloakType == Info.CloakType)
.ToArray();
}
if (Cloaked)
{
wasCloaked = true;
if (cloakedToken == Actor.InvalidConditionToken)
cloakedToken = self.GrantCondition(Info.CloakedCondition);
}
base.Created(self);
}
public bool Cloaked => !IsTraitDisabled && !IsTraitPaused && remainingTime <= 0;
public void Uncloak() { Uncloak(Info.CloakDelay); }
public void Uncloak(int time) { remainingTime = Math.Max(remainingTime, time); }
void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel) { if (Info.UncloakOn.HasFlag(UncloakType.Attack)) Uncloak(); }
void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel) { }
void INotifyDamage.Damaged(Actor self, AttackInfo e)
{
if (e.Damage.Value == 0)
return;
var type = e.Damage.Value < 0
? (e.Attacker == self ? UncloakType.SelfHeal : UncloakType.Heal)
: UncloakType.Damage;
if (Info.UncloakOn.HasFlag(type))
Uncloak();
}
IEnumerable<IRenderable> IRenderModifier.ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
{
if (remainingTime > 0 || IsTraitDisabled || IsTraitPaused)
return r;
if (Cloaked && IsVisible(self, self.World.RenderPlayer))
{
switch (Info.CloakStyle)
{
case CloakStyle.Alpha:
return r.Select(a => !a.IsDecoration && a is IModifyableRenderable mr ? mr.WithAlpha(Info.CloakedAlpha) : a);
case CloakStyle.Color:
return r.Select(a => !a.IsDecoration && a is IModifyableRenderable mr ?
mr.WithTint(cloakedColor, mr.TintModifiers | TintModifiers.ReplaceColor).WithAlpha(cloakedColorAlpha) :
a);
case CloakStyle.Palette:
{
var palette = wr.Palette(Info.IsPlayerPalette ? Info.CloakedPalette + self.Owner.InternalName : Info.CloakedPalette);
return r.Select(a => !a.IsDecoration && a is IPalettedRenderable pr ? pr.WithPalette(palette) : a);
}
default:
return r;
}
}
return SpriteRenderable.None;
}
IEnumerable<Rectangle> IRenderModifier.ModifyScreenBounds(Actor self, WorldRenderer wr, IEnumerable<Rectangle> bounds)
{
return bounds;
}
void ITick.Tick(Actor self)
{
if (!IsTraitDisabled && !IsTraitPaused)
{
if (remainingTime > 0 && !isDocking)
remainingTime--;
if (Info.UncloakOn.HasFlag(UncloakType.Move) && (lastPos == null || lastPos.Value != self.Location))
{
Uncloak();
lastPos = self.Location;
}
}
var isCloaked = Cloaked;
if (isCloaked && !wasCloaked)
{
if (cloakedToken == Actor.InvalidConditionToken)
cloakedToken = self.GrantCondition(Info.CloakedCondition);
// Sounds shouldn't play if the actor starts cloaked
if (!(firstTick && Info.InitialDelay == 0) && (otherCloaks == null || !otherCloaks.Any(a => a.Cloaked)))
{
var pos = self.CenterPosition;
Game.Sound.Play(SoundType.World, Info.CloakSound, self.CenterPosition);
Func<WPos> posfunc = () => self.CenterPosition + Info.EffectOffset;
if (!Info.EffectTracksActor)
posfunc = () => pos + Info.EffectOffset;
if (Info.EffectImage != null && Info.CloakEffectSequence != null)
{
var palette = Info.EffectPalette;
if (Info.EffectPaletteIsPlayerPalette)
palette += self.Owner.InternalName;
self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(
posfunc, () => WAngle.Zero, w, Info.EffectImage, Info.CloakEffectSequence, palette)));
}
}
}
else if (!isCloaked && wasCloaked)
{
if (cloakedToken != Actor.InvalidConditionToken)
cloakedToken = self.RevokeCondition(cloakedToken);
if (!(firstTick && Info.InitialDelay == 0) && (otherCloaks == null || !otherCloaks.Any(a => a.Cloaked)))
{
var pos = self.CenterPosition;
Game.Sound.Play(SoundType.World, Info.UncloakSound, pos);
Func<WPos> posfunc = () => self.CenterPosition + Info.EffectOffset;
if (!Info.EffectTracksActor)
posfunc = () => pos + Info.EffectOffset;
if (Info.EffectImage != null && Info.UncloakEffectSequence != null)
{
var palette = Info.EffectPalette;
if (Info.EffectPaletteIsPlayerPalette)
palette += self.Owner.InternalName;
self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(
posfunc, () => WAngle.Zero, w, Info.EffectImage, Info.UncloakEffectSequence, palette)));
}
}
}
wasCloaked = isCloaked;
firstTick = false;
}
protected override void TraitEnabled(Actor self)
{
remainingTime = Info.InitialDelay;
}
protected override void TraitDisabled(Actor self) { Uncloak(); }
public bool IsVisible(Actor self, Player viewer)
{
if (!Cloaked || self.Owner.IsAlliedWith(viewer))
return true;
return self.World.ActorsWithTrait<DetectCloaked>().Any(a => a.Actor.IsInWorld
&& a.Actor.Owner.IsAlliedWith(viewer) && Info.DetectionTypes.Overlaps(a.Trait.Info.DetectionTypes)
&& (self.CenterPosition - a.Actor.CenterPosition).LengthSquared <= a.Trait.Range.LengthSquared);
}
Color IRadarColorModifier.RadarColorOverride(Actor self, Color color)
{
if (self.Owner == self.World.LocalPlayer && Cloaked)
color = Color.FromArgb(128, color);
return color;
}
void INotifyDockClient.Docked(Actor self, Actor host)
{
if (Info.UncloakOn.HasFlag(UncloakType.Dock))
{
isDocking = true;
Uncloak();
}
}
void INotifyDockClient.Undocked(Actor self, Actor host)
{
if (Info.UncloakOn.HasFlag(UncloakType.Dock))
isDocking = false;
}
void INotifyLoadCargo.Loading(Actor self)
{
if (Info.UncloakOn.HasFlag(UncloakType.Load))
Uncloak();
}
void INotifyUnloadCargo.Unloading(Actor self)
{
if (Info.UncloakOn.HasFlag(UncloakType.Unload))
Uncloak();
}
void INotifyDemolition.Demolishing(Actor self)
{
if (Info.UncloakOn.HasFlag(UncloakType.Demolish))
Uncloak();
}
void INotifyInfiltration.Infiltrating(Actor self)
{
if (Info.UncloakOn.HasFlag(UncloakType.Infiltrate))
Uncloak();
}
void INotifySupportPower.Charged(Actor self) { }
void INotifySupportPower.Activated(Actor self)
{
if (Info.UncloakOn.HasFlag(UncloakType.SupportPower))
Uncloak();
}
}
}