Move carryall code to Mods.Common.
This commit is contained in:
216
OpenRA.Mods.Common/Traits/Carryall.cs
Normal file
216
OpenRA.Mods.Common/Traits/Carryall.cs
Normal file
@@ -0,0 +1,216 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
|
||||
* 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.Graphics;
|
||||
using OpenRA.Mods.Common.Activities;
|
||||
using OpenRA.Mods.Common.Traits.Render;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Automatically transports harvesters with the Carryable trait between resource fields and refineries.")]
|
||||
public class CarryallInfo : ITraitInfo, Requires<BodyOrientationInfo>
|
||||
{
|
||||
[Desc("Set to false when the carryall should not automatically get new jobs.")]
|
||||
public readonly bool Automatic = true;
|
||||
|
||||
public object Create(ActorInitializer init) { return new Carryall(init.Self, this); }
|
||||
}
|
||||
|
||||
public class Carryall : INotifyBecomingIdle, INotifyKilled, ISync, IRender, INotifyActorDisposing
|
||||
{
|
||||
readonly Actor self;
|
||||
readonly WDist carryHeight;
|
||||
readonly CarryallInfo info;
|
||||
|
||||
// The actor we are currently carrying.
|
||||
[Sync] public Actor Carrying { get; internal set; }
|
||||
public bool IsCarrying { get; internal set; }
|
||||
|
||||
// TODO: Use ActorPreviews so that this can support actors with multiple sprites
|
||||
Animation anim;
|
||||
|
||||
public bool IsBusy { get; internal set; }
|
||||
|
||||
public Carryall(Actor self, CarryallInfo info)
|
||||
{
|
||||
this.self = self;
|
||||
this.info = info;
|
||||
|
||||
IsBusy = false;
|
||||
IsCarrying = false;
|
||||
|
||||
var helicopter = self.Info.TraitInfoOrDefault<AircraftInfo>();
|
||||
carryHeight = helicopter != null ? helicopter.LandAltitude : WDist.Zero;
|
||||
}
|
||||
|
||||
public void OnBecomingIdle(Actor self)
|
||||
{
|
||||
if (info.Automatic)
|
||||
FindCarryableForTransport();
|
||||
|
||||
if (!IsBusy)
|
||||
self.QueueActivity(new HeliFlyCircle(self));
|
||||
}
|
||||
|
||||
// A carryable notifying us that he'd like to be carried
|
||||
public bool RequestTransportNotify(Actor carryable)
|
||||
{
|
||||
if (IsBusy || !info.Automatic)
|
||||
return false;
|
||||
|
||||
if (ReserveCarryable(carryable))
|
||||
{
|
||||
self.QueueActivity(false, new PickupUnit(self, carryable));
|
||||
self.QueueActivity(true, new DeliverUnit(self));
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void FindCarryableForTransport()
|
||||
{
|
||||
if (!self.IsInWorld)
|
||||
return;
|
||||
|
||||
// Get all carryables who want transport
|
||||
var carryables = self.World.ActorsWithTrait<Carryable>()
|
||||
.Where(p =>
|
||||
{
|
||||
var actor = p.Actor;
|
||||
if (actor == null)
|
||||
return false;
|
||||
|
||||
if (actor.Owner != self.Owner)
|
||||
return false;
|
||||
|
||||
if (actor.IsDead)
|
||||
return false;
|
||||
|
||||
var trait = p.Trait;
|
||||
if (trait.Reserved)
|
||||
return false;
|
||||
|
||||
if (!trait.WantsTransport)
|
||||
return false;
|
||||
|
||||
if (actor.IsIdle)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
})
|
||||
.OrderBy(p => (self.Location - p.Actor.Location).LengthSquared);
|
||||
|
||||
foreach (var p in carryables)
|
||||
{
|
||||
// Check if its actually me who's the best candidate
|
||||
if (p.Trait.GetClosestIdleCarrier() == self && ReserveCarryable(p.Actor))
|
||||
{
|
||||
self.QueueActivity(false, new PickupUnit(self, p.Actor));
|
||||
self.QueueActivity(true, new DeliverUnit(self));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Reserve the carryable so its ours exclusively
|
||||
public bool ReserveCarryable(Actor carryable)
|
||||
{
|
||||
if (Carrying != null)
|
||||
return false;
|
||||
|
||||
if (carryable.Trait<Carryable>().Reserve(self))
|
||||
{
|
||||
Carrying = carryable;
|
||||
IsBusy = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Unreserve the carryable
|
||||
public void UnreserveCarryable()
|
||||
{
|
||||
if (Carrying != null)
|
||||
{
|
||||
if (Carrying.IsInWorld && !Carrying.IsDead)
|
||||
Carrying.Trait<Carryable>().UnReserve(self);
|
||||
|
||||
Carrying = null;
|
||||
}
|
||||
|
||||
CarryableReleased();
|
||||
}
|
||||
|
||||
// INotifyKilled
|
||||
public void Killed(Actor self, AttackInfo e)
|
||||
{
|
||||
if (Carrying != null)
|
||||
{
|
||||
if (IsCarrying && Carrying.IsInWorld && !Carrying.IsDead)
|
||||
Carrying.Kill(e.Attacker);
|
||||
|
||||
Carrying = null;
|
||||
}
|
||||
|
||||
UnreserveCarryable();
|
||||
}
|
||||
|
||||
public void Disposing(Actor self)
|
||||
{
|
||||
if (Carrying != null && IsCarrying)
|
||||
{
|
||||
Carrying.Dispose();
|
||||
Carrying = null;
|
||||
}
|
||||
}
|
||||
|
||||
// Called when carryable is inside.
|
||||
public void AttachCarryable(Actor carryable)
|
||||
{
|
||||
IsBusy = true;
|
||||
IsCarrying = true;
|
||||
Carrying = carryable;
|
||||
|
||||
// Create a new animation for our carryable unit
|
||||
var rs = carryable.Trait<RenderSprites>();
|
||||
anim = new Animation(self.World, rs.GetImage(carryable), RenderSprites.MakeFacingFunc(self));
|
||||
anim.PlayRepeating("idle");
|
||||
anim.IsDecoration = true;
|
||||
}
|
||||
|
||||
// Called when released
|
||||
public void CarryableReleased()
|
||||
{
|
||||
IsBusy = false;
|
||||
IsCarrying = false;
|
||||
anim = null;
|
||||
}
|
||||
|
||||
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
|
||||
{
|
||||
// Render the carryable below us TODO: Implement RenderSprites trait
|
||||
if (anim != null && !self.World.FogObscures(self))
|
||||
{
|
||||
anim.Tick();
|
||||
var renderables = anim.Render(self.CenterPosition + new WVec(0, 0, -carryHeight.Length),
|
||||
wr.Palette("player" + Carrying.Owner.InternalName));
|
||||
|
||||
foreach (var rr in renderables)
|
||||
yield return rr;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user