Smarter unit spawn logic. Fixes #3496.
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@@ -1,6 +1,6 @@
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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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* Copyright 2007-2013 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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@@ -8,45 +8,74 @@
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class SpawnMPUnitsInfo : ITraitInfo, Requires<MPStartLocationsInfo>
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public class SpawnMPUnitsInfo : TraitInfo<SpawnMPUnits>, Requires<MPStartLocationsInfo>, Requires<MPStartUnitsInfo> { }
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public class SpawnMPUnits : IWorldLoaded
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{
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public readonly string InitialUnit = "mcv";
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public readonly string Faction = null;
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public object Create (ActorInitializer init) { return new SpawnMPUnits(this); }
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}
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class SpawnMPUnits : IWorldLoaded
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{
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SpawnMPUnitsInfo info;
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public SpawnMPUnits(SpawnMPUnitsInfo info) { this.info = info; }
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public void WorldLoaded(World world)
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{
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foreach (var s in world.WorldActor.Trait<MPStartLocations>().Start)
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SpawnUnitsForPlayer(s.Key, s.Value);
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SpawnUnitsForPlayer(world, s.Key, s.Value);
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}
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void SpawnUnitsForPlayer(Player p, CPos sp)
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void SpawnUnitsForPlayer(World w, Player p, CPos sp)
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{
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// They don't want a MCV - the map provides something else for them
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if (!p.PlayerReference.DefaultStartingUnits)
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return; /* they don't want an mcv, the map provides something else for them */
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/* support different starting units for each faction */
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if (info.Faction != null && p.Country.Race != info.Faction)
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return;
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p.World.CreateActor(info.InitialUnit, new TypeDictionary
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var spawnClass = p.PlayerReference.StartingUnitsClass ?? w.LobbyInfo.GlobalSettings.StartingUnitsClass;
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var unitGroup = Rules.Info["world"].Traits.WithInterface<MPStartUnitsInfo>()
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.Where(g => g.Class == spawnClass && g.Races != null && g.Races.Contains(p.Country.Race))
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.RandomOrDefault(w.SharedRandom);
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if (unitGroup == null)
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throw new InvalidOperationException("No starting units defined for country {0} with class {1}".F(p.Country.Race, spawnClass));
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// Spawn base actor at the spawnpoint
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if (unitGroup.BaseActor != null)
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{
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new LocationInit( sp ),
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new OwnerInit( p ),
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});
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w.CreateActor(unitGroup.BaseActor.ToLowerInvariant(), new TypeDictionary
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{
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new LocationInit(sp),
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new OwnerInit(p),
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});
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}
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if (!unitGroup.SupportActors.Any())
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return;
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// Spawn support units in an annulus around the base actor
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var supportSpawnCells = w.FindTilesInCircle(sp, unitGroup.OuterSupportRadius)
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.Except(w.FindTilesInCircle(sp, unitGroup.InnerSupportRadius));
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foreach (var s in unitGroup.SupportActors)
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{
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var mi = Rules.Info[s.ToLowerInvariant()].Traits.Get<MobileInfo>();
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var validCells = supportSpawnCells.Where(c => mi.CanEnterCell(w, c));
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if (!validCells.Any())
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throw new InvalidOperationException("No cells available to spawn starting unit {0}".F(s));
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var cell = validCells.Random(w.SharedRandom);
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var subCell = w.ActorMap.FreeSubCell(cell).Value;
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w.CreateActor(s.ToLowerInvariant(), new TypeDictionary
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{
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new OwnerInit(p),
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new LocationInit(cell),
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new SubCellInit(subCell),
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new FacingInit(w.SharedRandom.Next(256))
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});
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}
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}
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}
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}
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