#region Copyright & License Information /* * Copyright 2007-2020 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 OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Wanders around aimlessly while idle.")] public class WandersInfo : ConditionalTraitInfo, Requires { public readonly int WanderMoveRadius = 1; [Desc("Number of ticks to wait before decreasing the effective move radius.")] public readonly int ReduceMoveRadiusDelay = 5; [Desc("Minimum amount of ticks the actor will sit idly before starting to wander.")] public readonly int MinMoveDelay = 0; [Desc("Maximum amount of ticks the actor will sit idly before starting to wander.")] public readonly int MaxMoveDelay = 0; public override object Create(ActorInitializer init) { return new Wanders(init.Self, this); } } public class Wanders : ConditionalTrait, INotifyIdle, INotifyBecomingIdle { readonly Actor self; readonly WandersInfo info; IResolveOrder move; int countdown; int ticksIdle; int effectiveMoveRadius; public Wanders(Actor self, WandersInfo info) : base(info) { this.self = self; this.info = info; effectiveMoveRadius = info.WanderMoveRadius; countdown = self.World.SharedRandom.Next(info.MinMoveDelay, info.MaxMoveDelay); } protected override void Created(Actor self) { move = self.Trait() as IResolveOrder; base.Created(self); } protected virtual void OnBecomingIdle(Actor self) { countdown = self.World.SharedRandom.Next(info.MinMoveDelay, info.MaxMoveDelay); } void INotifyBecomingIdle.OnBecomingIdle(Actor self) { OnBecomingIdle(self); } protected virtual void TickIdle(Actor self) { if (IsTraitDisabled) return; if (--countdown > 0) return; var targetCell = PickTargetLocation(); if (targetCell != CPos.Zero) DoAction(self, targetCell); } void INotifyIdle.TickIdle(Actor self) { TickIdle(self); } CPos PickTargetLocation() { var target = self.CenterPosition + new WVec(0, -1024 * effectiveMoveRadius, 0).Rotate(WRot.FromFacing(self.World.SharedRandom.Next(255))); var targetCell = self.World.Map.CellContaining(target); if (!self.World.Map.Contains(targetCell)) { // If MoveRadius is too big there might not be a valid cell to order the attack to (if actor is on a small island and can't leave) if (++ticksIdle % info.ReduceMoveRadiusDelay == 0) effectiveMoveRadius--; return CPos.Zero; // We'll be back the next tick; better to sit idle for a few seconds than prolong this tick indefinitely with a loop } ticksIdle = 0; effectiveMoveRadius = info.WanderMoveRadius; return targetCell; } public virtual void DoAction(Actor self, CPos targetCell) { move.ResolveOrder(self, new Order("Move", self, Target.FromCell(self.World, targetCell), false)); } } }