#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; using System.Linq; using OpenRA.Mods.Common.Traits; using OpenRA.Traits; namespace OpenRA.Mods.D2k.Traits { class SandwormInfo : WandersInfo, Requires, Requires, Requires { [Desc("Time between rescanning for targets (in ticks).")] public readonly int TargetRescanInterval = 32; [Desc("The radius in which the worm \"searches\" for targets.")] public readonly WRange MaxSearchRadius = WRange.FromCells(27); [Desc("The range at which the worm launches an attack regardless of noise levels.")] public readonly WRange IgnoreNoiseAttackRange = WRange.FromCells(3); [Desc("The chance this actor has of disappearing after it attacks (in %).")] public readonly int ChanceToDisappear = 80; [Desc("Name of the sequence that is used when the actor is idle or moving (not attacking).")] public readonly string IdleSequence = "idle"; public override object Create(ActorInitializer init) { return new Sandworm(init.Self, this); } } class Sandworm : Wanders, ITick, INotifyActorDisposing { public readonly SandwormInfo Info; readonly WormManager manager; readonly Lazy mobile; readonly Lazy renderUnit; readonly Lazy attackTrait; public bool IsMovingTowardTarget { get; private set; } public bool IsAttacking; int targetCountdown; public Sandworm(Actor self, SandwormInfo info) : base(self, info) { Info = info; mobile = Exts.Lazy(self.Trait); renderUnit = Exts.Lazy(self.Trait); attackTrait = Exts.Lazy(self.Trait); manager = self.World.WorldActor.Trait(); } public override void OnBecomingIdle(Actor self) { if (renderUnit.Value.DefaultAnimation.CurrentSequence.Name != Info.IdleSequence) renderUnit.Value.DefaultAnimation.PlayRepeating("idle"); base.OnBecomingIdle(self); } public override void DoAction(Actor self, CPos targetCell) { IsMovingTowardTarget = false; RescanForTargets(self); if (IsMovingTowardTarget) return; self.QueueActivity(mobile.Value.MoveWithinRange(Target.FromCell(self.World, targetCell, SubCell.Any), WRange.FromCells(1))); } public void Tick(Actor self) { if (--targetCountdown > 0 || IsAttacking || !self.IsInWorld) return; RescanForTargets(self); } void RescanForTargets(Actor self) { targetCountdown = Info.TargetRescanInterval; // If close enough, we don't care about other actors. var target = self.World.FindActorsInCircle(self.CenterPosition, Info.IgnoreNoiseAttackRange).FirstOrDefault(x => x.HasTrait()); if (target != null) { self.CancelActivity(); attackTrait.Value.ResolveOrder(self, new Order("Attack", target, true) { TargetActor = target }); return; } Func isValidTarget = a => { if (!a.HasTrait()) return false; return mobile.Value.CanEnterCell(a.Location, null, false); }; var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, Info.MaxSearchRadius) .Where(isValidTarget).SelectMany(a => a.TraitsImplementing()); var noiseDirection = actorsInRange.Aggregate(WVec.Zero, (a, b) => a + b.AttractionAtPosition(self.CenterPosition)); // No target was found if (noiseDirection == WVec.Zero) return; var moveTo = self.World.Map.CellContaining(self.CenterPosition + noiseDirection); while (!self.World.Map.Contains(moveTo) || !mobile.Value.CanEnterCell(moveTo, null, false)) { noiseDirection /= 2; moveTo = self.World.Map.CellContaining(self.CenterPosition + noiseDirection); } // Don't get stuck when the noise is distributed evenly! This will make the worm wander instead of trying to move to where it already is if (moveTo == self.Location) { self.CancelActivity(); return; } self.QueueActivity(false, mobile.Value.MoveTo(moveTo, 3)); IsMovingTowardTarget = true; } bool disposed; public void Disposing(Actor self) { if (disposed) return; manager.DecreaseWormCount(); disposed = true; } } }