#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 System.Linq; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Spawn new actors when sold.")] public class SpawnActorsOnSellInfo : ConditionalTraitInfo { public readonly int ValuePercent = 40; public readonly int MinHpPercent = 30; [ActorReference] [FieldLoader.Require] [Desc("Actor types to spawn on sell, amount and type based on ValuePercent. Be sure to use lowercase.")] public readonly string[] ActorTypes = null; [ActorReference] [Desc("Actors to spawn on sell. Be sure to use lowercase.")] public readonly string[] GuaranteedActorTypes = null; [Desc("Spawns actors only if the selling player's faction is in this list. " + "Leave empty to allow all factions by default.")] public readonly HashSet Factions = new HashSet(); public override object Create(ActorInitializer init) { return new SpawnActorsOnSell(init.Self, this); } } public class SpawnActorsOnSell : ConditionalTrait, INotifySold { readonly bool correctFaction; public SpawnActorsOnSell(Actor self, SpawnActorsOnSellInfo info) : base(info) { var factionsList = info.Factions; correctFaction = factionsList.Count == 0 || factionsList.Contains(self.Owner.Faction.InternalName); } void INotifySold.Selling(Actor self) { } void Emit(Actor self) { if (IsTraitDisabled || !correctFaction) return; var buildingInfo = self.Info.TraitInfoOrDefault(); if (buildingInfo == null) return; var csv = self.Info.TraitInfoOrDefault(); var valued = self.Info.TraitInfoOrDefault(); var cost = csv?.Value ?? valued?.Cost ?? 0; var health = self.TraitOrDefault(); var dudesValue = Info.ValuePercent * cost / 100; if (health != null) { // Cast to long to avoid overflow when multiplying by the health if (100L * health.HP >= Info.MinHpPercent * (long)health.MaxHP) dudesValue = (int)((long)health.HP * dudesValue / health.MaxHP); else dudesValue = 0; } var eligibleLocations = buildingInfo.Tiles(self.Location).ToList(); if (eligibleLocations.Count == 0) return; var guaranteedActorTypes = Info.GuaranteedActorTypes?.Select(a => { var av = self.World.Map.Rules.Actors[a].TraitInfoOrDefault(); return new { Name = a, Cost = av?.Cost ?? 0 }; }).ToList(); if (guaranteedActorTypes != null) { while (eligibleLocations.Count > 0 && guaranteedActorTypes.Count > 0) { var at = guaranteedActorTypes.Random(self.World.SharedRandom); var loc = eligibleLocations.Random(self.World.SharedRandom); eligibleLocations.Remove(loc); guaranteedActorTypes.Remove(at); dudesValue -= at.Cost; self.World.AddFrameEndTask(w => w.CreateActor(at.Name, new TypeDictionary { new LocationInit(loc), new OwnerInit(self.Owner), })); } } if (eligibleLocations.Count == 0) return; var actorTypes = Info.ActorTypes.Select(a => { var av = self.World.Map.Rules.Actors[a].TraitInfoOrDefault(); return new { Name = a, Cost = av?.Cost ?? 0 }; }).ToList(); while (eligibleLocations.Count > 0 && actorTypes.Any(a => a.Cost <= dudesValue)) { var at = actorTypes.Where(a => a.Cost <= dudesValue).Random(self.World.SharedRandom); var loc = eligibleLocations.Random(self.World.SharedRandom); eligibleLocations.Remove(loc); dudesValue -= at.Cost; self.World.AddFrameEndTask(w => w.CreateActor(at.Name, new TypeDictionary { new LocationInit(loc), new OwnerInit(self.Owner), })); } } void INotifySold.Sold(Actor self) { Emit(self); } } }