88 lines
2.7 KiB
C#
88 lines
2.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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using OpenRA.Mods.RA.Move;
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namespace OpenRA.Mods.RA.Activities
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{
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// assumes you have Minelayer on that unit
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class LayMines : CancelableActivity
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{
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public override IActivity Tick( Actor self )
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{
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if (IsCanceled) return NextActivity;
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var mobile = self.Trait<Mobile>();
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var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
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if (!limitedAmmo.HasAmmo())
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{
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// rearm & repair at fix, then back out here to refill the minefield some more
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var buildings = self.Info.Traits.Get<MinelayerInfo>().RearmBuildings;
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var rearmTarget = self.World.Actors.FirstOrDefault(a => a.Owner != null && self.Owner.Stances[a.Owner] == Stance.Ally
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&& buildings.Contains(a.Info.Name));
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if (rearmTarget == null)
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return new Wait(20);
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return Util.SequenceActivities(
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new Enter(rearmTarget),
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//new Move(Util.CellContaining(rearmTarget.CenterLocation), rearmTarget),
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new Rearm(),
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new Repair(rearmTarget),
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this );
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}
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var ml = self.Trait<Minelayer>();
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if (ml.minefield.Contains(self.Location) &&
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ShouldLayMine(self, self.Location))
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{
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LayMine(self);
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return Util.SequenceActivities( new Wait(20), this ); // a little wait after placing each mine, for show
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}
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for (var n = 0; n < 20; n++) // dont get stuck forever here
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{
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var p = ml.minefield.Random(self.World.SharedRandom);
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if (ShouldLayMine(self, p))
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return Util.SequenceActivities( mobile.MoveTo(p, 0), this );
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}
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// todo: return somewhere likely to be safe (near fix) so we're not sitting out in the minefield.
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return new Wait(20); // nothing to do here
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}
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bool ShouldLayMine(Actor self, int2 p)
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{
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// if there is no unit (other than me) here, we want to place a mine here
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return !self.World.WorldActor.Trait<UnitInfluence>()
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.GetUnitsAt(p).Any(a => a != self);
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}
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void LayMine(Actor self)
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{
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var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
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if (limitedAmmo != null) limitedAmmo.Attacking(self);
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self.World.AddFrameEndTask(
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w => w.CreateActor(self.Info.Traits.Get<MinelayerInfo>().Mine, new TypeDictionary
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{
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new LocationInit( self.Location ),
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new OwnerInit( self.Owner ),
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}));
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}
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}
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}
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