So I hear you like Production (to be a trait) :D
This commit is contained in:
70
OpenRa.Game/Traits/Production.cs
Executable file
70
OpenRa.Game/Traits/Production.cs
Executable file
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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 System.Text;
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using OpenRa.Game.GameRules;
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namespace OpenRa.Game.Traits
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{
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class Production : IProducer
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{
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public Production( Actor self ) { }
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public virtual int2? CreationLocation( Actor self, UnitInfo producee )
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{
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return ( 1 / 24f * self.CenterLocation ).ToInt2();
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}
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public virtual int CreationFacing( Actor self, Actor newUnit )
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{
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if( newUnit.traits.Contains<Helicopter>() )
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return 20;
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return 128;
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}
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public bool Produce( Actor self, UnitInfo producee )
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{
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var location = CreationLocation( self, producee );
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if( location == null || Game.UnitInfluence.GetUnitAt( location.Value ) != null )
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return false;
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var newUnit = new Actor( producee.Name, location.Value, self.Owner );
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newUnit.traits.Get<Unit>().Facing = CreationFacing( self, newUnit ); ;
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var rp = self.traits.GetOrDefault<RallyPoint>();
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if( rp != null )
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{
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var mobile = newUnit.traits.GetOrDefault<Mobile>();
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if( mobile != null )
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newUnit.QueueActivity( new Traits.Activities.Move( rp.rallyPoint, 1 ) );
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var heli = newUnit.traits.GetOrDefault<Helicopter>();
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if( heli != null )
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heli.targetLocation = rp.rallyPoint; // TODO: make Activity.Move work for helis.
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}
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Game.world.Add( newUnit );
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if( self.traits.Contains<RenderWarFactory>() )
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self.traits.Get<RenderWarFactory>().EjectUnit();
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return true;
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}
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}
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class ProductionSurround : Production
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{
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public ProductionSurround( Actor self ) : base( self ) { }
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public override int2? CreationLocation( Actor self, UnitInfo producee )
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{
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return Game.FindAdjacentTile( self, producee.WaterBound ?
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UnitMovementType.Float : UnitMovementType.Wheel); /* hackety hack */
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}
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public override int CreationFacing( Actor self, Actor newUnit )
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{
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return Util.GetFacing( newUnit.CenterLocation - self.CenterLocation, 128 );
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}
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}
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}
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