Remove CrateDrop and move all crate spawning logic into CrateSpawner
This commit is contained in:
@@ -1,117 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Air;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class CrateDropInfo : ITraitInfo
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{
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[Desc("Minimum number of crates")]
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public readonly int Minimum = 1;
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[Desc("Maximum number of crates")]
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public readonly int Maximum = 255;
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[Desc("Which terrain types can we drop on?")]
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public readonly string[] ValidGround = {"Clear", "Rough", "Road", "Ore", "Beach"};
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[Desc("Which terrain types count as water?")]
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public readonly string[] ValidWater = {"Water"};
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[Desc("Average time (seconds) between crate spawn")]
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public readonly int SpawnInterval = 180;
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[Desc("Chance of generating a water crate instead of a land crate")]
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public readonly float WaterChance = .2f;
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[ActorReference]
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public readonly string CrateActor = "crate";
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[ActorReference]
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public readonly string DeliveryAircraft = "badr";
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public object Create (ActorInitializer init) { return new CrateDrop(this); }
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}
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public class CrateDrop : ITick
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{
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List<Actor> crates = new List<Actor>();
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int ticks = 0;
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CrateDropInfo Info;
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public CrateDrop(CrateDropInfo info) { Info = info; }
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public void Tick(Actor self)
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{
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if (!self.World.LobbyInfo.GlobalSettings.Crates) return;
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if (--ticks <= 0)
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{
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ticks = Info.SpawnInterval * 25; // TODO: randomize
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crates.RemoveAll(x => !x.IsInWorld); // BUG: this removes crates that are cargo of a BADR!
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var toSpawn = Math.Max(0, Info.Minimum - crates.Count)
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+ (crates.Count < Info.Maximum ? 1 : 0);
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for (var n = 0; n < toSpawn; n++)
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SpawnCrate(self);
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}
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}
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CPos? ChooseDropCell(Actor self, bool inWater, int maxTries)
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{
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for( var n = 0; n < maxTries; n++ )
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{
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var p = self.World.ChooseRandomCell(self.World.SharedRandom);
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// Is this valid terrain?
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var terrainType = self.World.GetTerrainType(p);
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if (!(inWater ? Info.ValidWater : Info.ValidGround).Contains(terrainType)) continue;
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// Don't drop on any actors
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if (self.World.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(p) != null) continue;
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if (self.World.ActorMap.GetUnitsAt(p).Any()) continue;
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return p;
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}
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return null;
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}
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void SpawnCrate(Actor self)
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{
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var inWater = self.World.SharedRandom.NextFloat() < Info.WaterChance;
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var pp = ChooseDropCell(self, inWater, 100);
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if (pp == null) return;
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var p = pp.Value;
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self.World.AddFrameEndTask(w =>
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{
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var crate = w.CreateActor(false, Info.CrateActor, new TypeDictionary { new OwnerInit(w.WorldActor.Owner) });
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crates.Add(crate);
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var startPos = w.ChooseRandomEdgeCell();
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var altitude = Rules.Info[Info.DeliveryAircraft].Traits.Get<PlaneInfo>().CruiseAltitude;
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var plane = w.CreateActor(Info.DeliveryAircraft, new TypeDictionary
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{
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new CenterPositionInit(startPos.CenterPosition + new WVec(WRange.Zero, WRange.Zero, altitude)),
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new OwnerInit(w.WorldActor.Owner),
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new FacingInit(Util.GetFacing(p - startPos, 0))
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});
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plane.CancelActivity();
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plane.QueueActivity(new FlyAttack(Target.FromCell(p)));
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plane.Trait<ParaDrop>().SetLZ(p);
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plane.Trait<Cargo>().Load(plane, crate);
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});
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}
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}
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}
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@@ -13,75 +13,121 @@ using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Air;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class CrateSpawnerInfo : TraitInfo<CrateSpawner>
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public class CrateSpawnerInfo : ITraitInfo
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{
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[Desc("Minimum number of crates")]
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public readonly int Minimum = 1;
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[Desc("Maximum number of crates")]
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public readonly int Maximum = 255;
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[Desc("Average time (seconds) between crate spawn")]
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public readonly int SpawnInterval = 180;
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[Desc("Which terrain types can we drop on?")]
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public readonly string[] ValidGround = { "Clear", "Rough", "Road", "Ore", "Beach" };
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[Desc("Which terrain types count as water?")]
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public readonly string[] ValidWater = { "Water" };
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[Desc("Average time (seconds) between crate spawn")]
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public readonly int SpawnInterval = 180;
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[Desc("Chance of generating a water crate instead of a land crate")]
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public readonly float WaterChance = .2f;
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[Desc("Drop crates via DeliveryAircraft: or instantly spawn them on the ground")]
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public readonly bool DeliverByAircraft = false;
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[Desc("If DeliverByAircraft: yes, this actor will deliver crates"), ActorReference]
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public readonly string DeliveryAircraft = "badr";
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[Desc("Crate actor to drop"), ActorReference]
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public readonly string CrateActor = "crate";
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public object Create(ActorInitializer init) { return new CrateSpawner(this); }
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}
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public class CrateSpawner : ITick
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{
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List<Actor> crates = new List<Actor>();
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int ticks = 0;
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CrateSpawnerInfo Info;
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public CrateSpawner(CrateSpawnerInfo info) { Info = info; }
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public void Tick(Actor self)
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{
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if (!self.World.LobbyInfo.GlobalSettings.Crates) return;
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if (!self.World.LobbyInfo.GlobalSettings.Crates)
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return;
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if (--ticks <= 0)
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{
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var info = self.Info.Traits.Get<CrateSpawnerInfo>();
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ticks = info.SpawnInterval * 25; // TODO: randomize
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ticks = Info.SpawnInterval * 25;
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crates.RemoveAll(x => !x.IsInWorld);
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crates.RemoveAll(x => !x.IsInWorld); // BUG: this removes crates that are cargo of a BADR!
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var toSpawn = Math.Max(0, info.Minimum - crates.Count)
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+ (crates.Count < info.Maximum ? 1 : 0);
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var toSpawn = Math.Max(0, Info.Minimum - crates.Count)
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+ (crates.Count < Info.Maximum ? 1 : 0);
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for (var n = 0; n < toSpawn; n++)
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SpawnCrate(self, info);
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SpawnCrate(self);
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}
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}
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void SpawnCrate(Actor self, CrateSpawnerInfo info)
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void SpawnCrate(Actor self)
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{
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var threshold = 100;
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var inWater = self.World.SharedRandom.NextFloat() < info.WaterChance;
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var inWater = self.World.SharedRandom.NextFloat() < Info.WaterChance;
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var pp = ChooseDropCell(self, inWater, threshold);
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for (var n = 0; n < threshold; n++ )
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if (pp == null)
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return;
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var p = pp.Value;
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self.World.AddFrameEndTask(w =>
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{
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if (Info.DeliverByAircraft)
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{
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var crate = w.CreateActor(false, Info.CrateActor, new TypeDictionary { new OwnerInit(w.WorldActor.Owner) });
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crates.Add(crate);
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var startPos = w.ChooseRandomEdgeCell();
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var plane = w.CreateActor(Info.DeliveryAircraft, new TypeDictionary
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{
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new LocationInit(startPos),
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new OwnerInit(w.WorldActor.Owner),
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new FacingInit(Util.GetFacing(p - startPos, 0)),
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new AltitudeInit(Rules.Info[Info.DeliveryAircraft].Traits.Get<AircraftInfo>().CruiseAltitude),
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});
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plane.CancelActivity();
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plane.QueueActivity(new FlyAttack(Target.FromCell(p)));
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plane.Trait<ParaDrop>().SetLZ(p);
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plane.Trait<Cargo>().Load(plane, crate);
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}
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else
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{
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crates.Add(w.CreateActor(Info.CrateActor, new TypeDictionary { new OwnerInit(w.WorldActor.Owner), new LocationInit(p) }));
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}
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});
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}
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CPos? ChooseDropCell(Actor self, bool inWater, int maxTries)
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{
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for (var n = 0; n < maxTries; n++)
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{
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var p = self.World.ChooseRandomCell(self.World.SharedRandom);
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// Is this valid terrain?
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var terrainType = self.World.GetTerrainType(p);
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if (!(inWater ? info.ValidWater : info.ValidGround).Contains(terrainType)) continue;
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if (!(inWater ? Info.ValidWater : Info.ValidGround).Contains(terrainType))
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continue;
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// Don't spawn on any actors
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if (self.World.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(p) != null) continue;
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if (self.World.ActorMap.GetUnitsAt(p).Any()) continue;
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// Don't drop on any actors
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if (self.World.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(p) != null
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|| self.World.ActorMap.GetUnitsAt(p).Any())
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continue;
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self.World.AddFrameEndTask(
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w => crates.Add(w.CreateActor("crate", new TypeDictionary
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{
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new LocationInit( p ),
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new OwnerInit( self.World.WorldActor.Owner ),
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})));
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return;
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}
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return p;
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}
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return null;
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}
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}
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}
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@@ -195,7 +195,6 @@
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<Compile Include="ContainsCrate.cs" />
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<Compile Include="Crate.cs" />
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<Compile Include="CrateAction.cs" />
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<Compile Include="CrateDrop.cs" />
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<Compile Include="CrateSpawner.cs" />
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<Compile Include="Crates\CloakCrateAction.cs" />
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<Compile Include="Crates\ExplodeCrateAction.cs" />
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@@ -551,7 +551,8 @@ World:
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ChooseBuildTabOnSelect:
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BridgeLayer:
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Bridges: bridge1, bridge2, br1, br2, br3, sbridge1, sbridge2, sbridge3, sbridge4
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CrateDrop:
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CrateSpawner:
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DeliverByAircraft: yes
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Minimum: 1
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Maximum: 3
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SpawnInterval: 120
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