#region Copyright & License Information /* * Copyright 2007-2010 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 LICENSE. */ #endregion using System.Linq; using OpenRA.Traits; using OpenRA.Traits.Activities; using OpenRA.FileFormats; namespace OpenRA.Mods.RA.Activities { // assumes you have Minelayer on that unit class LayMines : IActivity { bool canceled = false; public IActivity NextActivity { get; set; } public IActivity Tick( Actor self ) { if (canceled) return NextActivity; var limitedAmmo = self.TraitOrDefault(); if (!limitedAmmo.HasAmmo()) { // rearm & repair at fix, then back out here to refill the minefield some more var buildings = self.Info.Traits.Get().RearmBuildings; var rearmTarget = self.World.Actors.FirstOrDefault(a => a.Owner != null && self.Owner.Stances[a.Owner] == Stance.Ally && buildings.Contains(a.Info.Name)); if (rearmTarget == null) return new Wait(20); return new Move(Util.CellContaining(rearmTarget.CenterLocation), rearmTarget) { NextActivity = new Rearm() { NextActivity = new Repair(rearmTarget) { NextActivity = this } } }; } var ml = self.Trait(); if (ml.minefield.Contains(self.Location) && ShouldLayMine(self, self.Location)) { LayMine(self); return new Wait(20) { NextActivity = this }; // a little wait after placing each mine, for show } for (var n = 0; n < 20; n++) // dont get stuck forever here { var p = ml.minefield.Random(self.World.SharedRandom); if (ShouldLayMine(self, p)) return new Move(p, 0) { NextActivity = this }; } // todo: return somewhere likely to be safe (near fix) so we're not sitting out in the minefield. return new Wait(20); // nothing to do here } bool ShouldLayMine(Actor self, int2 p) { // if there is no unit (other than me) here, we want to place a mine here return !self.World.WorldActor.Trait() .GetUnitsAt(p).Any(a => a != self); } void LayMine(Actor self) { var limitedAmmo = self.TraitOrDefault(); if (limitedAmmo != null) limitedAmmo.Attacking(self); self.World.AddFrameEndTask( w => w.CreateActor(self.Info.Traits.Get().Mine, new TypeDictionary { new LocationInit( self.Location ), new OwnerInit( self.Owner ), })); } public void Cancel( Actor self ) { canceled = true; NextActivity = null; } } }