using System; using System.Collections.Generic; using System.Linq; using System.Text; using OpenRA.GameRules; namespace OpenRA.Traits.AI { class EmitInfantryOnSellInfo : TraitInfo { public readonly float ValueFraction = .4f; public readonly float MinHpFraction = .3f; public readonly string[] ActorTypes = { "e1" }; // todo: cN as well } class EmitInfantryOnSell : INotifySold, INotifyDamage { public void Selling(Actor self) { } void Emit(Actor self) { var info = self.Info.Traits.Get(); var csv = self.Info.Traits.GetOrDefault(); var cost = csv != null ? csv.Value : self.Info.Traits.Get().Cost; var hp = self.Info.Traits.Get().HP; var hpFraction = Math.Max(info.MinHpFraction, hp / self.GetMaxHP()); var dudesValue = (int)(hpFraction * info.ValueFraction * cost); var eligibleLocations = Footprint.Tiles(self).ToList(); // todo: fix this for unbuildables in ActorTypes, like civilians. var actorTypes = info.ActorTypes.Select(a => new { Name = a, Cost = Rules.Info[a].Traits.Get().Cost }).ToArray(); while (eligibleLocations.Count > 0 && actorTypes.Any(a => a.Cost <= dudesValue)) { var at = actorTypes.Where(a => a.Cost <= dudesValue).Random(self.World.SharedRandom); var loc = eligibleLocations.Random(self.World.SharedRandom); eligibleLocations.Remove(loc); dudesValue -= at.Cost; self.World.AddFrameEndTask(w => w.CreateActor(at.Name, loc, self.Owner)); } } public void Sold(Actor self) { Emit(self); } public void Damaged(Actor self, AttackInfo e) { if (e.DamageStateChanged && e.DamageState == DamageState.Dead) Emit(self); } } }