Files
OpenRA/OpenRA.Mods.Common/Traits/World/SpawnMPUnits.cs

127 lines
4.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Spawn base actor at the spawnpoint and support units in an annulus around the base actor. Both are defined at MPStartUnits. Attach this to the world actor.")]
public class SpawnMPUnitsInfo : ITraitInfo, Requires<MPStartLocationsInfo>, Requires<MPStartUnitsInfo>, ILobbyOptions
{
public readonly string StartingUnitsClass = "none";
[Translate]
[Desc("Descriptive label for the starting units option in the lobby.")]
public readonly string DropdownLabel = "Starting Units";
[Translate]
[Desc("Tooltip description for the starting units option in the lobby.")]
public readonly string DropdownDescription = "Change the units that you start the game with";
[Desc("Prevent the starting units option from being changed in the lobby.")]
public readonly bool DropdownLocked = false;
[Desc("Whether to display the starting units option in the lobby.")]
public readonly bool DropdownVisible = true;
[Desc("Display order for the starting units option in the lobby.")]
public readonly int DropdownDisplayOrder = 0;
IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(Ruleset rules)
{
var startingUnits = new Dictionary<string, string>();
// Duplicate classes are defined for different race variants
foreach (var t in rules.Actors["world"].TraitInfos<MPStartUnitsInfo>())
startingUnits[t.Class] = t.ClassName;
if (startingUnits.Any())
yield return new LobbyOption("startingunits", DropdownLabel, DropdownDescription, DropdownVisible, DropdownDisplayOrder,
new ReadOnlyDictionary<string, string>(startingUnits), StartingUnitsClass, DropdownLocked);
}
public object Create(ActorInitializer init) { return new SpawnMPUnits(this); }
}
public class SpawnMPUnits : IWorldLoaded
{
readonly SpawnMPUnitsInfo info;
public SpawnMPUnits(SpawnMPUnitsInfo info)
{
this.info = info;
}
public void WorldLoaded(World world, WorldRenderer wr)
{
foreach (var s in world.WorldActor.Trait<MPStartLocations>().Start)
SpawnUnitsForPlayer(world, s.Key, s.Value);
}
void SpawnUnitsForPlayer(World w, Player p, CPos sp)
{
var spawnClass = p.PlayerReference.StartingUnitsClass ?? w.LobbyInfo.GlobalSettings
.OptionOrDefault("startingunits", info.StartingUnitsClass);
var unitGroup = w.Map.Rules.Actors["world"].TraitInfos<MPStartUnitsInfo>()
.Where(g => g.Class == spawnClass && g.Factions != null && g.Factions.Contains(p.Faction.InternalName))
.RandomOrDefault(w.SharedRandom);
if (unitGroup == null)
throw new InvalidOperationException("No starting units defined for faction {0} with class {1}".F(p.Faction.InternalName, spawnClass));
if (unitGroup.BaseActor != null)
{
w.CreateActor(unitGroup.BaseActor.ToLowerInvariant(), new TypeDictionary
{
new LocationInit(sp + unitGroup.BaseActorOffset),
new OwnerInit(p),
new SkipMakeAnimsInit(),
new FacingInit(unitGroup.BaseActorFacing < 0 ? w.SharedRandom.Next(256) : unitGroup.BaseActorFacing),
});
}
if (!unitGroup.SupportActors.Any())
return;
var supportSpawnCells = w.Map.FindTilesInAnnulus(sp, unitGroup.InnerSupportRadius + 1, unitGroup.OuterSupportRadius);
foreach (var s in unitGroup.SupportActors)
{
var actorRules = w.Map.Rules.Actors[s.ToLowerInvariant()];
var ip = actorRules.TraitInfo<IPositionableInfo>();
var validCell = supportSpawnCells.Shuffle(w.SharedRandom).FirstOrDefault(c => ip.CanEnterCell(w, null, c));
if (validCell == CPos.Zero)
{
Log.Write("debug", "No cells available to spawn starting unit {0} for player {1}".F(s, p));
continue;
}
var subCell = ip.SharesCell ? w.ActorMap.FreeSubCell(validCell) : 0;
w.CreateActor(s.ToLowerInvariant(), new TypeDictionary
{
new OwnerInit(p),
new LocationInit(validCell),
new SubCellInit(subCell),
new FacingInit(unitGroup.SupportActorsFacing < 0 ? w.SharedRandom.Next(256) : unitGroup.SupportActorsFacing)
});
}
}
}
}