#region Copyright & License Information /* * Copyright 2007-2010 The OpenRA Developers (see AUTHORS) * 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. For more information, * see LICENSE. */ #endregion using System.Collections.Generic; using System.Drawing; using OpenRA.FileFormats; namespace OpenRA.Traits { public class ProductionInfo : ITraitInfo { public readonly float[] SpawnOffsets; // in px relative to CenterLocation public readonly int[] ExitCells; // in cells relative to TopLeft, supports a list for multiple exits public readonly string[] Produces = { }; public virtual object Create(ActorInitializer init) { return new Production(this); } } public class Production { public readonly List> Spawns = new List>(); public ProductionInfo Info; public Production(ProductionInfo info) { Info = info; if (info.SpawnOffsets == null || info.ExitCells == null) return; if (info.SpawnOffsets.Length != info.ExitCells.Length) throw new System.InvalidOperationException("SpawnOffset, ExitCells length mismatch"); for (int i = 0; i < info.ExitCells.Length; i+=2) Spawns.Add(Pair.New(new float2(info.SpawnOffsets[i],info.SpawnOffsets[i+1]), new int2(info.ExitCells[i], info.ExitCells[i+1]))); } public void DoProduction(Actor self, Actor newUnit, int2 exit, float2 spawn) { var move = newUnit.Trait(); var facing = newUnit.TraitOrDefault(); // Set the physical position of the unit as the exit cell move.SetPosition(newUnit,exit); var to = Util.CenterOfCell(exit); newUnit.CenterLocation = spawn; if (facing != null) facing.Facing = Util.GetFacing(to - spawn, facing.Facing); self.World.Add(newUnit); // Animate the spawn -> exit transition var speed = move.MovementSpeedForCell(self, exit); var length = speed > 0 ? (int)( ( to - spawn ).Length*3 / speed ) : 0; newUnit.QueueActivity(new Activities.Drag(spawn, to, length)); // For the target line var target = exit; var rp = self.TraitOrDefault(); if (rp != null) { target = rp.rallyPoint; // Todo: Move implies unit has Mobile newUnit.QueueActivity(new Activities.Move(target, 1)); } if (newUnit.Owner == self.World.LocalPlayer) { self.World.AddFrameEndTask(w => { var line = newUnit.TraitOrDefault(); if (line != null) line.SetTargetSilently(newUnit, Target.FromCell(target), Color.Green); }); } foreach (var t in self.TraitsImplementing()) t.UnitProduced(self, newUnit, exit); Log.Write("debug", "{0} #{1} produced by {2} #{3}", newUnit.Info.Name, newUnit.ActorID, self.Info.Name, self.ActorID); } public virtual bool Produce( Actor self, ActorInfo producee ) { var newUnit = self.World.CreateActor(false, producee.Name, new TypeDictionary { new OwnerInit( self.Owner ), }); // Todo: remove assumption on Mobile; // required for 3-arg CanEnterCell var mobile = newUnit.Trait(); // Pick a spawn/exit point pair // Todo: Reorder in a synced random way foreach (var s in Spawns) { var exit = self.Location + s.Second; var spawn = self.CenterLocation + s.First; if (mobile.CanEnterCell(exit,self,true)) { DoProduction(self, newUnit, exit, spawn); return true; } } return false; } } }