#region Copyright & License Information /* * Copyright 2007-2014 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.Linq; using OpenRA.Activities; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.RA.Activities { // assumes you have Minelayer on that unit class LayMines : Activity { public override Activity Tick(Actor self) { if (IsCanceled) return NextActivity; var movement = self.Trait(); var limitedAmmo = self.TraitOrDefault(); if (!limitedAmmo.HasAmmo()) { var info = self.Info.Traits.Get(); // rearm & repair at fix, then back out here to refill the minefield some more var buildings = info.RearmBuildings; var rearmTarget = self.World.Actors.Where(a => self.Owner.Stances[a.Owner] == Stance.Ally && buildings.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, info.RearmSound), new Repair(rearmTarget), this); } var ml = self.Trait(); if (ml.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 (ml.Minefield.Length > 0) { for (var n = 0; n < 20; n++) // dont get stuck forever here { var p = ml.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 fix) 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.GetUnitsAt(p).Any(a => a != self); } static void LayMine(Actor self) { var limitedAmmo = self.TraitOrDefault(); if (limitedAmmo != null) limitedAmmo.TakeAmmo(); self.World.AddFrameEndTask( w => w.CreateActor(self.Info.Traits.Get().Mine, new TypeDictionary { new LocationInit(self.Location), new OwnerInit(self.Owner), })); } } }