using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace OpenRa.Game.Traits.Activities { class UnloadCargo : IActivity { public IActivity NextActivity { get; set; } bool isCanceled; int2? ChooseExitTile(Actor self) { // is anyone still hogging this tile? if (Game.UnitInfluence.GetUnitsAt(self.Location).Count() > 1) return null; for (var i = -1; i < 2; i++) for (var j = -1; j < 2; j++) if ((i != 0 || j != 0) && Game.IsCellBuildable(self.Location + new int2(i, j), UnitMovementType.Foot)) return self.Location + new int2(i, j); return null; } public IActivity 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 unit = self.traits.GetOrDefault(); if (unit != null && unit.Facing != self.LegacyInfo.UnloadFacing) return new Turn(self.LegacyInfo.UnloadFacing) { NextActivity = 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.traits.Get(); if (cargo.IsEmpty(self)) return NextActivity; var ru = self.traits.WithInterface().FirstOrDefault(); if (ru != null) ru.PlayCustomAnimation(self, "unload", null); var exitTile = ChooseExitTile(self); if (exitTile == null) return this; var actor = cargo.Unload(self); Game.world.AddFrameEndTask(w => { w.Add(actor); actor.traits.Get().TeleportTo(actor, self.Location); actor.CancelActivity(); actor.QueueActivity(new Move(exitTile.Value, 0)); }); return this; } public void Cancel(Actor self) { NextActivity = null; isCanceled = true; } } }