#region Copyright & License Information /* * Copyright 2007-2011 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.Drawing; using System.Linq; using OpenRA.Mods.RA.Move; using OpenRA.Mods.RA.Render; using OpenRA.Traits; namespace OpenRA.Mods.RA.Activities { public class UnloadCargo : Activity { bool unloadAll; public UnloadCargo(bool unloadAll) { this.unloadAll = unloadAll; } CPos? ChooseExitTile(Actor self, Actor cargo) { // is anyone still hogging this tile? if (self.World.ActorMap.GetUnitsAt(self.Location).Count() > 1) return null; var mobile = cargo.Trait(); for (var i = -1; i < 2; i++) for (var j = -1; j < 2; j++) if ((i != 0 || j != 0) && mobile.CanEnterCell(self.Location + new CVec(i, j))) return self.Location + new CVec(i, j); return null; } CPos? ChooseRallyPoint(Actor self) { var mobile = self.Trait(); for (var i = -1; i < 2; i++) for (var j = -1; j < 2; j++) if ((i != 0 || j != 0) && mobile.CanEnterCell(self.Location + new CVec(i, j))) return self.Location + new CVec(i, j); return self.Location; } public override Activity Tick(Actor self) { if (IsCanceled) return NextActivity; // if we're a thing that can turn, turn to the // right facing for the unload animation var facing = self.TraitOrDefault(); var unloadFacing = self.Info.Traits.Get().UnloadFacing; if (facing != null && facing.Facing != unloadFacing) return Util.SequenceActivities( new Turn(unloadFacing), this ); // TODO: handle the BS of open/close sequences, which are inconsistent, // for reasons that probably make good sense to the westwood guys. var cargo = self.Trait(); if (cargo.IsEmpty(self)) return NextActivity; var ru = self.TraitOrDefault(); if (ru != null) ru.PlayCustomAnimation(self, "unload", null); var exitTile = ChooseExitTile(self, cargo.Peek(self)); if (exitTile == null) return this; var actor = cargo.Unload(self); var exit = exitTile.Value.CenterPosition; var current = self.Location.CenterPosition; self.World.AddFrameEndTask(w => { if (actor.Destroyed) return; var mobile = actor.Trait(); mobile.Facing = Util.GetFacing(exit - current, mobile.Facing ); mobile.SetPosition(actor, exitTile.Value); mobile.SetVisualPosition(actor, current); var speed = mobile.MovementSpeedForCell(actor, exitTile.Value); var length = speed > 0 ? (exit - current).Length / speed : 0; w.Add(actor); actor.CancelActivity(); actor.QueueActivity(new Drag(current, exit, length)); actor.QueueActivity(mobile.MoveTo(exitTile.Value, 0)); var rallyPoint = ChooseRallyPoint(actor).Value; actor.QueueActivity(mobile.MoveTo(rallyPoint, 0)); actor.SetTargetLine(Target.FromCell(rallyPoint), Color.Green, false); }); return unloadAll ? this : NextActivity; } } }