#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; using System.Collections.Generic; using System.Linq; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Spawns units when collected.")] class GiveUnitCrateActionInfo : CrateActionInfo { [ActorReference] [FieldLoader.Require] [Desc("The list of units to spawn.")] public readonly string[] Units = Array.Empty(); [Desc("Factions that are allowed to trigger this action.")] public readonly HashSet ValidFactions = new(); [Desc("Override the owner of the newly spawned unit: e.g. Creeps or Neutral")] public readonly string Owner = null; public override object Create(ActorInitializer init) { return new GiveUnitCrateAction(init.Self, this); } } class GiveUnitCrateAction : CrateAction { readonly Actor self; readonly GiveUnitCrateActionInfo info; public GiveUnitCrateAction(Actor self, GiveUnitCrateActionInfo info) : base(self, info) { this.self = self; this.info = info; if (info.Units.Length == 0) throw new YamlException("A GiveUnitCrateAction does not specify any units to give. This might be because the yaml is referring to 'Unit' rather than 'Units'."); } public bool CanGiveTo(Actor collector) { if (collector.Owner.NonCombatant) return false; if (info.ValidFactions.Count > 0 && !info.ValidFactions.Contains(collector.Owner.Faction.InternalName)) return false; foreach (var unit in info.Units) { // avoid dumping tanks in the sea, and ships on dry land. if (!GetSuitableCells(collector.Location, unit).Any()) return false; } return true; } public override int GetSelectionShares(Actor collector) { if (!CanGiveTo(collector)) return 0; return base.GetSelectionShares(collector); } public override void Activate(Actor collector) { collector.World.AddFrameEndTask(w => { foreach (var unit in info.Units) { var location = ChooseEmptyCellNear(collector, unit); if (location != null) { var actor = w.CreateActor(unit, new TypeDictionary { new LocationInit(location.Value), new OwnerInit(info.Owner ?? collector.Owner.InternalName) }); // Set the subcell and make sure to crush actors beneath. var positionable = actor.OccupiesSpace as IPositionable; positionable.SetPosition(actor, location.Value, positionable.GetAvailableSubCell(location.Value, ignoreActor: actor)); } } }); base.Activate(collector); } IEnumerable GetSuitableCells(CPos near, string unitName) { var ip = self.World.Map.Rules.Actors[unitName].TraitInfo(); for (var i = -1; i < 2; i++) for (var j = -1; j < 2; j++) if (ip.CanEnterCell(self.World, self, near + new CVec(i, j))) yield return near + new CVec(i, j); } CPos? ChooseEmptyCellNear(Actor a, string unit) { return GetSuitableCells(a.Location, unit) .Cast() .RandomOrDefault(self.World.SharedRandom); } } }