Bring Mods.D2k in line with our new folder/namespace structure
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126
OpenRA.Mods.D2k/Traits/World/WormManager.cs
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126
OpenRA.Mods.D2k/Traits/World/WormManager.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Drawing;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.D2k.Traits
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{
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[Desc("Controls the spawning of sandworms. Attach this to the world actor.")]
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class WormManagerInfo : ITraitInfo
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{
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[Desc("Minimum number of worms")]
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public readonly int Minimum = 2;
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[Desc("Maximum number of worms")]
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public readonly int Maximum = 4;
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[Desc("Average time (seconds) between worm spawn")]
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public readonly int SpawnInterval = 120;
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public readonly string WormSignNotification = "WormSign";
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public readonly string WormSignature = "sandworm";
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public readonly string WormOwnerPlayer = "Creeps";
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public object Create(ActorInitializer init) { return new WormManager(this, init.self); }
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}
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class WormManager : ITick
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{
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readonly WormManagerInfo info;
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readonly Lazy<Actor[]> spawnPoints;
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readonly Lazy<RadarPings> radarPings;
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int countdown;
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int wormsPresent;
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public WormManager(WormManagerInfo info, Actor self)
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{
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this.info = info;
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radarPings = Exts.Lazy(() => self.World.WorldActor.Trait<RadarPings>());
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spawnPoints = Exts.Lazy(() => self.World.ActorsWithTrait<WormSpawner>().Select(x => x.Actor).ToArray());
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}
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public void Tick(Actor self)
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{
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// TODO: Add a lobby option to disable worms just like crates
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// TODO: It would be even better to stop
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if (!spawnPoints.Value.Any())
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return;
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// Apparantly someone doesn't want worms or the maximum number of worms has been reached
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if (info.Maximum < 1 || wormsPresent >= info.Maximum)
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return;
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if (--countdown > 0 && wormsPresent >= info.Minimum)
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return;
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countdown = info.SpawnInterval * 25;
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var wormLocations = new List<WPos>();
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do
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{
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// Always spawn at least one worm, plus however many
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// more we need to reach the defined minimum count.
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wormLocations.Add(SpawnWorm(self));
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} while (wormsPresent < info.Minimum);
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AnnounceWormSign(self, wormLocations);
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}
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WPos SpawnWorm(Actor self)
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{
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var spawnPoint = GetRandomSpawnPoint(self);
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self.World.AddFrameEndTask(w => w.CreateActor(info.WormSignature, new TypeDictionary
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{
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new OwnerInit(w.Players.First(x => x.PlayerName == info.WormOwnerPlayer)),
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new LocationInit(spawnPoint.Location)
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}));
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wormsPresent++;
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return spawnPoint.CenterPosition;
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}
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Actor GetRandomSpawnPoint(Actor self)
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{
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return spawnPoints.Value.Random(self.World.SharedRandom);
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}
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public void DecreaseWorms()
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{
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wormsPresent--;
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}
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void AnnounceWormSign(Actor self, IEnumerable<WPos> wormLocations)
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{
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if (self.World.LocalPlayer != null)
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Sound.PlayNotification(self.World.Map.Rules, self.World.LocalPlayer, "Speech", info.WormSignNotification, self.World.LocalPlayer.Country.Race);
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if (radarPings.Value == null)
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return;
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foreach (var wormLocation in wormLocations)
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radarPings.Value.Add(() => true, wormLocation, Color.Red, 50);
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}
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}
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[Desc("An actor with this trait indicates a valid spawn point for sandworms.")]
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class WormSpawnerInfo : TraitInfo<WormSpawner> { }
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class WormSpawner { }
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}
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