#region Copyright & License Information /* * Copyright 2007-2011 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; using System.Collections.Generic; using System.Drawing; using System.Linq; using OpenRA.Graphics; using OpenRA.Mods.RA.Activities; using OpenRA.Traits; namespace OpenRA.Mods.RA { class MinelayerInfo : TraitInfo { [ActorReference] public readonly string Mine = "minv"; public readonly float MinefieldDepth = 1.5f; [ActorReference] public readonly string[] RearmBuildings = { "fix" }; } class Minelayer : IIssueOrder, IResolveOrder, IPostRenderSelection, ISync { /* [Sync] when sync can cope with arrays! */ public int2[] minefield = null; [Sync] int2 minefieldStart; public IEnumerable Orders { get { yield return new BeginMinefieldOrderTargeter(); } } public Order IssueOrder( Actor self, IOrderTargeter order, Target target, bool queued ) { if( order is BeginMinefieldOrderTargeter ) { var start = Traits.Util.CellContaining( target.CenterLocation ); self.World.OrderGenerator = new MinefieldOrderGenerator( self, start ); return new Order("BeginMinefield", self, false) { TargetLocation = start }; } return null; } public void ResolveOrder(Actor self, Order order) { if( order.OrderString == "BeginMinefield" ) minefieldStart = order.TargetLocation; if (order.OrderString == "PlaceMinefield") { var movement = self.Trait(); minefield = GetMinefieldCells(minefieldStart, order.TargetLocation, self.Info.Traits.Get().MinefieldDepth) .Where(p => movement.CanEnterCell(p)).ToArray(); self.CancelActivity(); self.QueueActivity(new LayMines()); } } static IEnumerable GetMinefieldCells(int2 start, int2 end, float depth) { var mins = int2.Min(start, end); var maxs = int2.Max(start, end); /* todo: proper endcaps, if anyone cares (which won't happen unless depth is large) */ var p = end - start; var q = new float2(p.Y, -p.X); q = (start != end) ? (1 / q.Length) * q : new float2(1, 0); var c = -float2.Dot(q, start); /* return all points such that |ax + by + c| < depth */ for (var i = mins.X; i <= maxs.X; i++) for (var j = mins.Y; j <= maxs.Y; j++) if (Math.Abs(q.X * i + q.Y * j + c) < depth) yield return new int2(i, j); } class MinefieldOrderGenerator : IOrderGenerator { readonly Actor minelayer; readonly int2 minefieldStart; public MinefieldOrderGenerator(Actor self, int2 xy ) { minelayer = self; minefieldStart = xy; } public IEnumerable Order(World world, int2 xy, MouseInput mi) { if (mi.Button == MouseButton.Left) { world.CancelInputMode(); yield break; } var underCursor = world.FindUnitsAtMouse(mi.Location) .OrderByDescending(a => a.Info.Traits.Contains() ? a.Info.Traits.Get().Priority : int.MinValue) .FirstOrDefault(); if( mi.Button == MouseButton.Right && underCursor == null ) { minelayer.World.CancelInputMode(); yield return new Order("PlaceMinefield", minelayer, false) { TargetLocation = xy }; } } public void Tick(World world) { if (!minelayer.IsInWorld || minelayer.IsDead()) world.CancelInputMode(); } int2 lastMousePos; public void RenderAfterWorld(WorldRenderer wr, World world) { if (!minelayer.IsInWorld) return; var movement = minelayer.Trait(); var minefield = GetMinefieldCells(minefieldStart, lastMousePos, minelayer.Info.Traits.Get().MinefieldDepth) .Where(p => movement.CanEnterCell(p)).ToArray(); wr.DrawLocus(Color.Cyan, minefield); } public void RenderBeforeWorld(WorldRenderer wr, World world) { } public string GetCursor(World world, int2 xy, MouseInput mi) { lastMousePos = xy; return "ability"; } /* todo */ } public void RenderAfterWorld(WorldRenderer wr, Actor self) { if (self.Owner != self.World.LocalPlayer) return; if (minefield != null) wr.DrawLocus(Color.Cyan, minefield); } class BeginMinefieldOrderTargeter : IOrderTargeter { public string OrderID { get { return "BeginMinefield"; } } public int OrderPriority { get { return 5; } } public bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceMove, bool forceQueued, ref string cursor) { return false; } public bool CanTargetLocation(Actor self, int2 location, List actorsAtLocation, bool forceAttack, bool forceMove, bool forceQueued, ref string cursor) { if (!self.World.Map.IsInMap(location)) return false; cursor = "ability"; IsQueued = forceQueued; return ( actorsAtLocation.Count == 0 && forceAttack ); } public bool IsQueued { get; protected set; } } } }