Files
OpenRA/OpenRA.Mods.RA/Activities/LayMines.cs
2010-10-22 11:31:13 +13:00

88 lines
2.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Traits;
using OpenRA.Traits.Activities;
using OpenRA.Mods.RA.Move;
namespace OpenRA.Mods.RA.Activities
{
// assumes you have Minelayer on that unit
class LayMines : CancelableActivity
{
public override IActivity Tick( Actor self )
{
if (IsCanceled) return NextActivity;
var mobile = self.Trait<Mobile>();
var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
if (!limitedAmmo.HasAmmo())
{
// rearm & repair at fix, then back out here to refill the minefield some more
var buildings = self.Info.Traits.Get<MinelayerInfo>().RearmBuildings;
var rearmTarget = self.World.Actors.FirstOrDefault(a => a.Owner != null && self.Owner.Stances[a.Owner] == Stance.Ally
&& buildings.Contains(a.Info.Name));
if (rearmTarget == null)
return new Wait(20);
return Util.SequenceActivities(
new Enter(rearmTarget),
//new Move(Util.CellContaining(rearmTarget.CenterLocation), rearmTarget),
new Rearm(),
new Repair(rearmTarget),
this );
}
var ml = self.Trait<Minelayer>();
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
}
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( mobile.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
}
bool ShouldLayMine(Actor self, int2 p)
{
// if there is no unit (other than me) here, we want to place a mine here
return !self.World.WorldActor.Trait<UnitInfluence>()
.GetUnitsAt(p).Any(a => a != self);
}
void LayMine(Actor self)
{
var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
if (limitedAmmo != null) limitedAmmo.Attacking(self);
self.World.AddFrameEndTask(
w => w.CreateActor(self.Info.Traits.Get<MinelayerInfo>().Mine, new TypeDictionary
{
new LocationInit( self.Location ),
new OwnerInit( self.Owner ),
}));
}
}
}