#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; using System.Collections.Generic; using System.Linq; using OpenRA.Traits; using OpenRA.FileFormats; namespace OpenRA.Mods.RA { public class CrateSpawnerInfo : TraitInfo { public readonly int Minimum = 1; // Minumum number of crates public readonly int Maximum = 255; // Maximum number of crates public readonly string[] ValidGround = {"Clear", "Rough", "Road", "Ore", "Beach"}; // Which terrain types can we drop on? public readonly string[] ValidWater = {"Water"}; public readonly int SpawnInterval = 180; // Average time (seconds) between crate spawn public readonly float WaterChance = .2f; // Chance of generating a water crate instead of a land crate } public class CrateSpawner : ITick { List crates = new List(); int ticks = 0; public void Tick(Actor self) { if (--ticks <= 0) { var info = self.Info.Traits.Get(); ticks = info.SpawnInterval * 25; // todo: randomize crates.RemoveAll(x => !x.IsInWorld); var toSpawn = Math.Max(0, info.Minimum - crates.Count) + (crates.Count < info.Maximum ? 1 : 0); for (var n = 0; n < toSpawn; n++) SpawnCrate(self, info); } } void SpawnCrate(Actor self, CrateSpawnerInfo info) { var threshold = 100; var inWater = self.World.SharedRandom.NextDouble() < info.WaterChance; for (var n = 0; n < threshold; n++ ) { var p = self.World.ChooseRandomCell(self.World.SharedRandom); // Is this valid terrain? var terrainType = self.World.GetTerrainType(p); if (!(inWater ? info.ValidWater : info.ValidGround).Contains(terrainType)) continue; // Don't spawn on any actors if (self.World.WorldActor.Trait().GetBuildingAt(p) != null) continue; if (self.World.WorldActor.Trait().GetUnitsAt(p).Any()) continue; self.World.AddFrameEndTask( w => crates.Add(w.CreateActor("crate", new TypeDictionary { new LocationInit( p ), new OwnerInit( self.World.WorldActor.Owner ), }))); return; } } } }