#region Copyright & License Information /* * Copyright 2007-2020 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...")] public class ExitInfo : ConditionalTraitInfo, Requires { [Desc("Offset at which that the exiting actor is spawned relative to the center of the producing actor.")] public readonly WVec SpawnOffset = WVec.Zero; [Desc("Cell offset where the exiting actor enters the ActorMap relative to the topleft cell of the producing actor.")] public readonly CVec ExitCell = CVec.Zero; public readonly WAngle? Facing = null; [Desc("Type tags on this exit.")] public readonly HashSet ProductionTypes = new HashSet(); [Desc("Number of ticks to wait before moving into the world.")] public readonly int ExitDelay = 0; [Desc("Exits with larger priorities will be used before lower priorities.")] public readonly int Priority = 1; public override object Create(ActorInitializer init) { return new Exit(init, this); } } public class Exit : ConditionalTrait { public Exit(ActorInitializer init, ExitInfo info) : base(info) { } } public static class ExitExts { public static Exit NearestExitOrDefault(this Actor actor, WPos pos, string productionType = null, Func p = null) { // The .ToList() is required to work around a bug/unexpected behaviour in mono, where // the ThenBy clause makes the FirstOrDefault behave differently than under .NET. // This is important because p may have side-effects that trigger a desync if not // called on the same exits in the same order! var all = Exits(actor, productionType) .OrderByDescending(e => e.Info.Priority) .ThenBy(e => (actor.World.Map.CenterOfCell(actor.Location + e.Info.ExitCell) - pos).LengthSquared) .ToList(); return p != null ? all.FirstOrDefault(p) : all.FirstOrDefault(); } public static IEnumerable Exits(this Actor actor, string productionType = null) { var all = actor.TraitsImplementing() .Where(Exts.IsTraitEnabled); if (string.IsNullOrEmpty(productionType)) return all; return all.Where(e => e.Info.ProductionTypes.Count == 0 || e.Info.ProductionTypes.Contains(productionType)); } public static Exit RandomExitOrDefault(this Actor actor, World world, string productionType, Func p = null) { var allOfType = Exits(actor, productionType); if (!allOfType.Any()) return null; foreach (var g in allOfType.GroupBy(e => e.Info.Priority)) { var shuffled = g.Shuffle(world.SharedRandom); if (p == null) return shuffled.First(); var valid = shuffled.FirstOrDefault(p); if (valid != null) return valid; } return null; } } }