public override bool Tick(Actor self) { if (IsCanceling) { return(true); } if (target.Type != TargetType.Invalid && !move.CanEnterTargetNow(self, target)) { QueueChild(new MoveAdjacentTo(self, target, targetLineColor: Color.Red)); return(false); } if (!initiated) { // If the target has died while we were moving, we should abort detonation. if (target.Type == TargetType.Invalid) { return(true); } if (mad.conditionManager != null && !string.IsNullOrEmpty(mad.info.DeployedCondition)) { mad.conditionManager.GrantCondition(self, mad.info.DeployedCondition); } self.World.AddFrameEndTask(w => EjectDriver()); if (mad.info.ThumpSequence != null) { wfsb.PlayCustomAnimationRepeating(self, mad.info.ThumpSequence); } IsInterruptible = false; initiated = true; } if (++ticks % mad.info.ThumpInterval == 0) { if (mad.info.ThumpDamageWeapon != null) { // Use .FromPos since this weapon needs to affect more than just the MadTank actor mad.info.ThumpDamageWeaponInfo.Impact(Target.FromPos(self.CenterPosition), self, Enumerable.Empty <int>()); } screenShaker.AddEffect(mad.info.ThumpShakeTime, self.CenterPosition, mad.info.ThumpShakeIntensity, mad.info.ThumpShakeMultiplier); } if (ticks == mad.info.ChargeDelay) { Game.Sound.Play(SoundType.World, mad.info.ChargeSound, self.CenterPosition); } return(ticks == mad.info.ChargeDelay + mad.info.DetonationDelay); }
public override bool Tick(Actor self) { if (IsCanceling) { return(true); } if (target.Type != TargetType.Invalid && !move.CanEnterTargetNow(self, target)) { QueueChild(new MoveAdjacentTo(self, target, targetLineColor: Color.Red)); return(false); } if (!initiated) { // If the target has died while we were moving, we should abort detonation. if (target.Type == TargetType.Invalid) { return(true); } if (csd.conditionManager != null && !string.IsNullOrEmpty(csd.info.DeployedCondition)) { csd.conditionManager.GrantCondition(self, csd.info.DeployedCondition); } if (csd.info.ChargingSequence != null) { wfsb.PlayCustomAnimationRepeating(self, csd.info.ChargingSequence); } IsInterruptible = false; initiated = true; } if (++ticks % csd.info.ChargingInterval == 0) { if (csd.info.ChargingDamageWeapon != null) { // Use .FromPos since this weapon needs to affect more than just the actor csd.info.ThumpDamageWeaponInfo.Impact(Target.FromPos(self.CenterPosition), self); } } if (ticks == csd.info.ChargeDelay) { Game.Sound.Play(SoundType.World, csd.info.ChargeSound, self.CenterPosition); } return(ticks == csd.info.ChargeDelay + csd.info.DetonationDelay); }
public override bool Tick(Actor self) { // Update our view of the target bool targetIsHiddenActor; target = target.Recalculate(self.Owner, out targetIsHiddenActor); if (!targetIsHiddenActor && target.Type == TargetType.Actor) { lastVisibleTarget = Target.FromTargetPositions(target); } var oldUseLastVisibleTarget = useLastVisibleTarget; useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self); // Cancel immediately if the target died while we were entering it if (!IsCanceling && useLastVisibleTarget && lastState == EnterState.Entering) { Cancel(self, true); } TickInner(self, target, useLastVisibleTarget); // We need to wait for movement to finish before transitioning to // the next state or next activity if (!TickChild(self)) { return(false); } // Note that lastState refers to what we have just *finished* doing switch (lastState) { case EnterState.Approaching: { // NOTE: We can safely cancel in this case because we know the // actor has finished any in-progress move activities if (IsCanceling) { return(true); } // Lost track of the target if (useLastVisibleTarget && lastVisibleTarget.Type == TargetType.Invalid) { return(true); } // We are not next to the target - lets fix that if (target.Type != TargetType.Invalid && !move.CanEnterTargetNow(self, target)) { // Target lines are managed by this trait, so we do not pass targetLineColor var initialTargetPosition = (useLastVisibleTarget ? lastVisibleTarget : target).CenterPosition; QueueChild(move.MoveToTarget(self, target, initialTargetPosition)); return(false); } // We are next to where we thought the target should be, but it isn't here // There's not much more we can do here if (useLastVisibleTarget || target.Type != TargetType.Actor) { return(true); } // Are we ready to move into the target? if (TryStartEnter(self, target.Actor)) { lastState = EnterState.Entering; QueueChild(move.MoveIntoTarget(self, target)); return(false); } // Subclasses can cancel the activity during TryStartEnter // Return immediately to avoid an extra tick's delay if (IsCanceling) { return(true); } return(false); } case EnterState.Entering: { // Check that we reached the requested position var targetPos = target.Positions.PositionClosestTo(self.CenterPosition); if (!IsCanceling && self.CenterPosition == targetPos && target.Type == TargetType.Actor) { OnEnterComplete(self, target.Actor); } lastState = EnterState.Exiting; return(false); } case EnterState.Exiting: { QueueChild(move.ReturnToCell(self)); lastState = EnterState.Finished; return(false); } } return(true); }
protected virtual ReserveStatus Reserve(Actor self) { return(!CanReserve(self) ? ReserveStatus.None : move.CanEnterTargetNow(self, target) ? ReserveStatus.Ready : ReserveStatus.TooFar); }