Files
OpenRA/OpenRA.Mods.RA/Production.cs
Matthias Mailänder cce7d6d7e6 fixed missing LocationInit
closes #5076
2014-04-18 17:30:04 +02:00

128 lines
3.7 KiB
C#
Executable File

#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.Drawing;
using System.Linq;
using OpenRA.Mods.RA.Move;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("This unit has access to build queues.")]
public class ProductionInfo : ITraitInfo
{
[Desc("e.g. Infantry, Vehicles, Aircraft, Buildings")]
public readonly string[] Produces = { };
public virtual object Create(ActorInitializer init) { return new Production(this); }
}
[Desc("Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...")]
public class ExitInfo : TraitInfo<Exit>
{
[Desc("Offset at which that the exiting actor is spawned")]
public readonly WVec SpawnOffset = WVec.Zero;
[Desc("Cell offset where the exiting actor enters the ActorMap")]
public readonly CVec ExitCell = CVec.Zero;
public readonly int Facing = -1;
public readonly bool MoveIntoWorld = true;
}
public class Exit { }
public class Production
{
public ProductionInfo Info;
public Production(ProductionInfo info)
{
Info = info;
}
public void DoProduction(Actor self, ActorInfo producee, ExitInfo exitinfo)
{
var exit = self.Location + exitinfo.ExitCell;
var spawn = self.CenterPosition + exitinfo.SpawnOffset;
var to = exit.CenterPosition;
var fi = producee.Traits.Get<IFacingInfo>();
var initialFacing = exitinfo.Facing < 0 ? Util.GetFacing(to - spawn, fi.GetInitialFacing()) : exitinfo.Facing;
var newUnit = self.World.CreateActor(producee.Name, new TypeDictionary
{
new OwnerInit(self.Owner),
new LocationInit(exit),
new CenterPositionInit(spawn),
new FacingInit(initialFacing)
});
var move = newUnit.Trait<IMove>();
if (exitinfo.MoveIntoWorld)
newUnit.QueueActivity(move.MoveIntoWorld(newUnit, exit));
var target = MoveToRallyPoint(self, newUnit, exit);
newUnit.SetTargetLine(Target.FromCell(target), Color.Green, false);
foreach (var t in self.TraitsImplementing<INotifyProduction>())
t.UnitProduced(self, newUnit, exit);
}
static CPos MoveToRallyPoint(Actor self, Actor newUnit, CPos exitLocation)
{
var rp = self.TraitOrDefault<RallyPoint>();
if (rp == null)
return exitLocation;
var move = newUnit.TraitOrDefault<IMove>();
if (move != null)
{
newUnit.QueueActivity(new AttackMove.AttackMoveActivity(
newUnit, move.MoveTo(rp.rallyPoint, rp.nearEnough)));
return rp.rallyPoint;
}
return exitLocation;
}
public virtual bool Produce(Actor self, ActorInfo producee)
{
if (Reservable.IsReserved(self))
return false;
// pick a spawn/exit point pair
var exit = self.Info.Traits.WithInterface<ExitInfo>().Shuffle(self.World.SharedRandom)
.FirstOrDefault(e => CanUseExit(self, producee, e));
if (exit != null)
{
DoProduction(self, producee, exit);
return true;
}
return false;
}
static bool CanUseExit(Actor self, ActorInfo producee, ExitInfo s)
{
var mobileInfo = producee.Traits.GetOrDefault<MobileInfo>();
foreach (var blocker in self.World.ActorMap.GetUnitsAt(self.Location + s.ExitCell))
{
// Notify the blocker that he's blocking our move:
foreach (var moveBlocked in blocker.TraitsImplementing<INotifyBlockingMove>())
moveBlocked.OnNotifyBlockingMove(blocker, self);
}
return mobileInfo == null ||
mobileInfo.CanEnterCell(self.World, self, self.Location + s.ExitCell, self, true, true);
}
}
}