#region Copyright & License Information /* * Copyright 2007-2019 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.Collections.Generic; using System.Linq; using OpenRA.Activities; using OpenRA.Mods.Cnc.Traits; using OpenRA.Mods.Common.Activities; using OpenRA.Mods.Common.Traits; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Cnc.Activities { // Assumes you have Minelayer on that unit public class LayMines : Activity { readonly Minelayer minelayer; readonly AmmoPool[] ammoPools; readonly IMove movement; readonly RearmableInfo rearmableInfo; List minefield; bool returnToBase; Actor rearmTarget; public LayMines(Actor self, CPos[] minefield) { minelayer = self.Trait(); ammoPools = self.TraitsImplementing().ToArray(); movement = self.Trait(); rearmableInfo = self.Info.TraitInfoOrDefault(); if (minefield != null) this.minefield = minefield.ToList(); } protected override void OnFirstRun(Actor self) { if (minefield == null) minefield = new CPos[] { self.Location }.ToList(); } public override bool Tick(Actor self) { returnToBase = false; if (IsCanceling) return true; if (rearmableInfo != null && ammoPools.Any(p => p.Info.Name == minelayer.Info.AmmoPoolName && !p.HasAmmo())) { // Rearm (and possibly repair) at rearm building, then back out here to refill the minefield some more rearmTarget = self.World.Actors.Where(a => self.Owner.Stances[a.Owner] == Stance.Ally && rearmableInfo.RearmActors.Contains(a.Info.Name)) .ClosestTo(self); if (rearmTarget == null) return true; // Add a CloseEnough range of 512 to the Rearm/Repair activities in order to ensure that we're at the host actor QueueChild(new MoveAdjacentTo(self, Target.FromActor(rearmTarget))); QueueChild(movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget)); QueueChild(new Resupply(self, rearmTarget, new WDist(512))); returnToBase = true; return false; } if ((minefield == null || minefield.Contains(self.Location)) && ShouldLayMine(self, self.Location)) { LayMine(self); QueueChild(new Wait(20)); // A little wait after placing each mine, for show minefield.Remove(self.Location); return false; } if (minefield != null && minefield.Count > 0) { // Don't get stuck forever here for (var n = 0; n < 20; n++) { var p = minefield.Random(self.World.SharedRandom); if (ShouldLayMine(self, p)) { QueueChild(movement.MoveTo(p, 0)); return false; } } } // TODO: Return somewhere likely to be safe (near rearm building) so we're not sitting out in the minefield. return true; } public override IEnumerable TargetLineNodes(Actor self) { if (returnToBase) yield return new TargetLineNode(Target.FromActor(rearmTarget), Color.Green); if (minefield == null || minefield.Count == 0) yield break; yield return new TargetLineNode(Target.FromCell(self.World, minefield[0]), Color.Crimson); foreach (var c in minefield) yield return new TargetLineNode(Target.FromCell(self.World, c), Color.Crimson, tile: minelayer.Tile); } static bool ShouldLayMine(Actor self, CPos p) { // If there is no unit (other than me) here, we want to place a mine here return self.World.ActorMap.GetActorsAt(p).All(a => a == self); } void LayMine(Actor self) { if (ammoPools != null) { var pool = ammoPools.FirstOrDefault(x => x.Info.Name == minelayer.Info.AmmoPoolName); if (pool == null) return; pool.TakeAmmo(self, 1); } self.World.AddFrameEndTask( w => w.CreateActor(minelayer.Info.Mine, new TypeDictionary { new LocationInit(self.Location), new OwnerInit(self.Owner), })); } } }