#region Copyright & License Information /* * Copyright 2007-2014 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 COPYING. */ #endregion using System.Drawing; using System.Linq; using OpenRA.Mods.RA.Move; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.RA { [Desc("This unit has access to build queues.")] public class ProductionInfo : ITraitInfo { [Desc("e.g. Infantry, Vehicles, Aircraft, Buildings")] public readonly string[] Produces = { }; public virtual object Create(ActorInitializer init) { return new Production(this, init.self); } } [Desc("Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...")] public class ExitInfo : TraitInfo { [Desc("Offset at which that the exiting actor is spawned")] public readonly WVec SpawnOffset = WVec.Zero; [Desc("Cell offset where the exiting actor enters the ActorMap")] public readonly CVec ExitCell = CVec.Zero; public readonly int Facing = -1; public readonly bool MoveIntoWorld = true; } public class Exit { } public class Production { RallyPoint rp; public ProductionInfo Info; public Production(ProductionInfo info, Actor self) { Info = info; rp = self.TraitOrDefault(); } public void DoProduction(Actor self, ActorInfo producee, ExitInfo exitinfo) { var exit = self.Location + exitinfo.ExitCell; var spawn = self.CenterPosition + exitinfo.SpawnOffset; var to = exit.CenterPosition; var fi = producee.Traits.Get(); var initialFacing = exitinfo.Facing < 0 ? Util.GetFacing(to - spawn, fi.GetInitialFacing()) : exitinfo.Facing; self.World.AddFrameEndTask(w => { var newUnit = self.World.CreateActor(producee.Name, new TypeDictionary { new OwnerInit(self.Owner), new LocationInit(exit), new CenterPositionInit(spawn), new FacingInit(initialFacing) }); var move = newUnit.Trait(); if (exitinfo.MoveIntoWorld) newUnit.QueueActivity(move.MoveIntoWorld(newUnit, exit)); var target = MoveToRallyPoint(self, newUnit, exit); newUnit.SetTargetLine(Target.FromCell(target), Color.Green, false); foreach (var t in self.TraitsImplementing()) t.UnitProduced(self, newUnit, exit); }); } CPos MoveToRallyPoint(Actor self, Actor newUnit, CPos exitLocation) { if (rp == null) return exitLocation; var move = newUnit.TraitOrDefault(); if (move != null) { newUnit.QueueActivity(new AttackMove.AttackMoveActivity( newUnit, move.MoveTo(rp.rallyPoint, rp.nearEnough))); return rp.rallyPoint; } return exitLocation; } public virtual bool Produce(Actor self, ActorInfo producee) { if (Reservable.IsReserved(self)) return false; // pick a spawn/exit point pair var exit = self.Info.Traits.WithInterface().Shuffle(self.World.SharedRandom) .FirstOrDefault(e => CanUseExit(self, producee, e)); if (exit != null) { DoProduction(self, producee, exit); return true; } return false; } static bool CanUseExit(Actor self, ActorInfo producee, ExitInfo s) { var mobileInfo = producee.Traits.GetOrDefault(); foreach (var blocker in self.World.ActorMap.GetUnitsAt(self.Location + s.ExitCell)) { // Notify the blocker that he's blocking our move: foreach (var moveBlocked in blocker.TraitsImplementing()) moveBlocked.OnNotifyBlockingMove(blocker, self); } return mobileInfo == null || mobileInfo.CanEnterCell(self.World, self, self.Location + s.ExitCell, self, true, true); } } }