working smart minelayer; needs auto-rearm though
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82
OpenRA.Mods.RA/Activities/LayMines.cs
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82
OpenRA.Mods.RA/Activities/LayMines.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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namespace OpenRA.Mods.RA.Activities
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{
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// assumes you have Minelayer on that unit
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class LayMines : IActivity
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{
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bool canceled = false;
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public IActivity NextActivity { get; set; }
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public IActivity Tick( Actor self )
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{
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if (canceled) return NextActivity;
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var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
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if (!limitedAmmo.HasAmmo())
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{
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// todo: rearm at fix, then back out here to refill the minefield some more
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return NextActivity;
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}
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var ml = self.traits.Get<Minelayer>();
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if (ml.minefield.Contains(self.Location) &&
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ShouldLayMine(self, self.Location))
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{
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LayMine(self);
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return new Wait(20) { NextActivity = this }; // a little wait after placing each mine, for show
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}
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for (var n = 0; n < 20; n++) // dont get stuck forever here
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{
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var p = ml.minefield.Random(self.World.SharedRandom);
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if (ShouldLayMine(self, p))
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return new Move(p, 0) { NextActivity = this };
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}
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return new Wait(20); // nothing to do here
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}
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bool ShouldLayMine(Actor self, int2 p)
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{
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// if there is no unit (other than me) here, we want to place a mine here
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return !self.World.WorldActor.traits.Get<UnitInfluence>()
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.GetUnitsAt(p).Any(a => a != self);
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}
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void LayMine(Actor self)
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{
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var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
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if (limitedAmmo != null) limitedAmmo.Attacking(self);
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self.World.AddFrameEndTask(
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w => w.CreateActor(
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self.Info.Traits.Get<MinelayerInfo>().Mine, self.Location, self.Owner));
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}
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public void Cancel( Actor self ) { canceled = true; NextActivity = null; }
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}
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}
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