#region Copyright & License Information /* * Copyright 2007-2015 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.Linq; using OpenRA.Activities; using OpenRA.Mods.Common.Traits; using OpenRA.Traits; namespace OpenRA.Mods.D2k.Traits { [Desc("Can be carried by units with the trait `Carryall`.")] public class CarryableInfo : ITraitInfo { [Desc("Required distance away from destination before requesting a pickup. Default is 6 cells.")] public WDist MinDistance = WDist.FromCells(6); public object Create(ActorInitializer init) { return new Carryable(init.Self, this); } } public class Carryable : IDisableMove, INotifyHarvesterAction, ICallForTransport { readonly CarryableInfo info; readonly Actor self; public bool Reserved { get; private set; } // If we're locked there isn't much we can do. We'll have to wait for the carrier to finish with us. We should not move or get new orders! bool locked; public bool WantsTransport { get; set; } public CPos Destination; Activity afterLandActivity; public Carryable(Actor self, CarryableInfo info) { this.info = info; this.self = self; locked = false; Reserved = false; WantsTransport = false; } public void MovingToResources(Actor self, CPos targetCell, Activity next) { RequestTransport(targetCell, next); } public void MovingToRefinery(Actor self, CPos targetCell, Activity next) { RequestTransport(targetCell, next); } public WDist MinimumDistance { get { return info.MinDistance; } } public void RequestTransport(CPos destination, Activity afterLandActivity) { var destPos = self.World.Map.CenterOfCell(destination); if (destination == CPos.Zero || (self.CenterPosition - destPos).LengthSquared < info.MinDistance.LengthSquared) { WantsTransport = false; // Be sure to cancel any pending transports return; } Destination = destination; this.afterLandActivity = afterLandActivity; WantsTransport = true; if (locked || Reserved) return; // Inform all idle carriers var carriers = self.World.ActorsWithTrait() .Where(c => !c.Trait.IsBusy && !c.Actor.IsDead && c.Actor.Owner == self.Owner && c.Actor.IsInWorld) .OrderBy(p => (self.Location - p.Actor.Location).LengthSquared); // Is any carrier able to transport the actor? // Any will return once it finds a carrier that returns true. carriers.Any(carrier => carrier.Trait.RequestTransportNotify(self)); } // No longer want to be carried public void MovementCancelled(Actor self) { if (locked) return; WantsTransport = false; afterLandActivity = null; // TODO: We could implement something like a carrier.Trait().CancelTransportNotify(self) and call it here } // We do not handle Harvested notification public void Harvested(Actor self, ResourceType resource) { } public void Docked() { } public void Undocked() { } public Actor GetClosestIdleCarrier() { // Find carriers var carriers = self.World.ActorsWithTrait() .Where(p => p.Actor.Owner == self.Owner && !p.Trait.IsBusy && p.Actor.IsInWorld) .Select(h => h.Actor); return carriers.ClosestTo(self); } // This gets called by carrier after we touched down public void Dropped() { WantsTransport = false; locked = false; if (afterLandActivity != null) self.QueueActivity(false, afterLandActivity); } public bool Reserve(Actor carrier) { if (Reserved) return false; var destPos = self.World.Map.CenterOfCell(Destination); if ((self.CenterPosition - destPos).LengthSquared < info.MinDistance.LengthSquared) { MovementCancelled(self); return false; } Reserved = true; return true; } public void UnReserve(Actor carrier) { Reserved = false; locked = false; } // Prepare for transport pickup public bool StandbyForPickup(Actor carrier) { if (Destination == CPos.Zero) return false; if (locked || !WantsTransport) return false; // Last change to change our mind... var destPos = self.World.Map.CenterOfCell(Destination); if ((self.CenterPosition - destPos).LengthSquared < info.MinDistance.LengthSquared) { MovementCancelled(self); return false; } // Cancel our activities self.CancelActivity(); locked = true; return true; } // IMoveDisabled public bool MoveDisabled(Actor self) { // We do not want to move while being locked. The carrier will try to pick us up. return locked; } } }