#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.Collections.Generic; using System.Linq; using OpenRA.Activities; using OpenRA.Mods.Common.Activities; using OpenRA.Mods.Common.Traits; using OpenRA.Mods.RA.Traits; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.RA.Activities { // Assumes you have Minelayer on that unit public class LayMines : Activity { readonly Minelayer minelayer; readonly MinelayerInfo info; readonly AmmoPool[] ammoPools; readonly IMove movement; readonly HashSet rearmBuildings; public LayMines(Actor self) { minelayer = self.TraitOrDefault(); info = self.Info.TraitInfo(); ammoPools = self.TraitsImplementing().ToArray(); movement = self.Trait(); rearmBuildings = info.RearmBuildings; } public override Activity Tick(Actor self) { if (IsCanceled) return NextActivity; if (ammoPools != null && ammoPools.Any(p => p.Info.Name == info.AmmoPoolName && !p.HasAmmo())) { // Rearm (and possibly repair) at rearm building, then back out here to refill the minefield some more var rearmTarget = self.World.Actors.Where(a => self.Owner.Stances[a.Owner] == Stance.Ally && rearmBuildings.Contains(a.Info.Name)) .ClosestTo(self); if (rearmTarget == null) return new Wait(20); return Util.SequenceActivities( new MoveAdjacentTo(self, Target.FromActor(rearmTarget)), movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget), new Rearm(self), new Repair(rearmTarget), this); } if (minelayer.Minefield.Contains(self.Location) && ShouldLayMine(self, self.Location)) { LayMine(self); return Util.SequenceActivities(new Wait(20), this); // A little wait after placing each mine, for show } if (minelayer.Minefield.Length > 0) { // Don't get stuck forever here for (var n = 0; n < 20; n++) { var p = minelayer.Minefield.Random(self.World.SharedRandom); if (ShouldLayMine(self, p)) return Util.SequenceActivities(movement.MoveTo(p, 0), this); } } // TODO: Return somewhere likely to be safe (near rearm building) so we're not sitting out in the minefield. return new Wait(20); // nothing to do here } static bool ShouldLayMine(Actor self, CPos p) { // If there is no unit (other than me) here, we want to place a mine here return self.World.ActorMap.GetActorsAt(p).All(a => a == self); } void LayMine(Actor self) { if (ammoPools != null) { var pool = ammoPools.FirstOrDefault(x => x.Info.Name == info.AmmoPoolName); if (pool == null) return; pool.TakeAmmo(); } self.World.AddFrameEndTask( w => w.CreateActor(info.Mine, new TypeDictionary { new LocationInit(self.Location), new OwnerInit(self.Owner), })); } } }