#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * 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 OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Wanders around aimlessly while idle.")] public class WandersInfo : ConditionalTraitInfo, Requires { public readonly int WanderMoveRadius = 1; [Desc("Number of ticks to wait before decreasing the effective move radius.")] public readonly int ReduceMoveRadiusDelay = 5; [Desc("Minimum amount of ticks the actor will sit idly before starting to wander.")] public readonly int MinMoveDelay = 0; [Desc("Maximum amount of ticks the actor will sit idly before starting to wander.")] public readonly int MaxMoveDelay = 0; [Desc("The terrain types that this actor should avoid wandering on to.")] public readonly HashSet AvoidTerrainTypes = new(); public override object Create(ActorInitializer init) { return new Wanders(init.Self, this); } } public class Wanders : ConditionalTrait, INotifyIdle, INotifyBecomingIdle { readonly WandersInfo info; readonly IMoveInfo moveInfo; protected readonly IMove Move; int countdown; int ticksIdle; int effectiveMoveRadius; public Wanders(Actor self, WandersInfo info) : base(info) { this.info = info; effectiveMoveRadius = info.WanderMoveRadius; countdown = self.World.SharedRandom.Next(info.MinMoveDelay, info.MaxMoveDelay); Move = self.Trait(); moveInfo = self.Info.TraitInfo(); } protected virtual void OnBecomingIdle(Actor self) { countdown = self.World.SharedRandom.Next(info.MinMoveDelay, info.MaxMoveDelay); } void INotifyBecomingIdle.OnBecomingIdle(Actor self) { OnBecomingIdle(self); } protected virtual void TickIdle(Actor self) { if (IsTraitDisabled) return; if (--countdown > 0) return; var targetCell = PickTargetLocation(self); if (targetCell.HasValue) DoAction(self, targetCell.Value); } void INotifyIdle.TickIdle(Actor self) { TickIdle(self); } CPos? PickTargetLocation(Actor self) { var target = self.CenterPosition + new WVec(0, -1024 * effectiveMoveRadius, 0).Rotate(WRot.FromFacing(self.World.SharedRandom.Next(255))); var targetCell = self.World.Map.CellContaining(target); if (!self.World.Map.Contains(targetCell)) { // If MoveRadius is too big there might not be a valid cell to order the attack to (if actor is on a small island and can't leave) if (++ticksIdle % info.ReduceMoveRadiusDelay == 0) effectiveMoveRadius--; // We'll be back the next tick; better to sit idle for a few seconds than prolong this tick indefinitely with a loop return null; } if (info.AvoidTerrainTypes.Count > 0) { var terrainType = self.World.Map.GetTerrainInfo(targetCell).Type; if (Info.AvoidTerrainTypes.Contains(terrainType)) return null; } ticksIdle = 0; effectiveMoveRadius = info.WanderMoveRadius; return targetCell; } public virtual void DoAction(Actor self, CPos targetCell) { self.QueueActivity(Move.MoveTo(targetCell, targetLineColor: moveInfo.GetTargetLineColor())); } } }