103 lines
2.7 KiB
C#
103 lines
2.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[Desc("Replace with another actor when a resource spawns adjacent.")]
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public class TransformsNearResourcesInfo : TraitInfo
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{
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[FieldLoader.Require]
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[ActorReference]
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public readonly string IntoActor = null;
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public readonly CVec Offset = CVec.Zero;
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[Desc("Don't render the make animation.")]
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public readonly bool SkipMakeAnims = false;
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[FieldLoader.Require]
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[Desc("Resource type which triggers the transformation.")]
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public readonly string Type = null;
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[Desc("Resource density threshold which is required.")]
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public readonly int Density = 1;
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[Desc("This many adjacent resource tiles are required.")]
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public readonly int Adjacency = 1;
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[Desc("The range of time (in ticks) until the transformation starts.")]
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public readonly int[] Delay = { 1000, 3000 };
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public override object Create(ActorInitializer init) { return new TransformsNearResources(init.Self, this); }
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}
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public class TransformsNearResources : ITick
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{
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readonly TransformsNearResourcesInfo info;
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readonly ResourceLayer resourceLayer;
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int delay;
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public TransformsNearResources(Actor self, TransformsNearResourcesInfo info)
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{
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resourceLayer = self.World.WorldActor.Trait<ResourceLayer>();
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delay = Common.Util.RandomDelay(self.World, info.Delay);
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this.info = info;
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}
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void ITick.Tick(Actor self)
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{
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if (delay < 0)
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return;
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var adjacent = 0;
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foreach (var direction in CVec.Directions)
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{
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var location = self.Location + direction;
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var resource = resourceLayer.GetResourceType(location);
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if (resource == null || resource.Info.Type != info.Type)
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continue;
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var density = resourceLayer.GetResourceDensity(location);
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if (density < info.Density)
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continue;
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if (++adjacent < info.Adjacency)
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continue;
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delay--;
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break;
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}
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if (delay < 0)
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Transform(self);
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}
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void Transform(Actor self)
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{
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var transform = new Transform(self, info.IntoActor);
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var facing = self.TraitOrDefault<IFacing>();
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if (facing != null)
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transform.Facing = facing.Facing;
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transform.SkipMakeAnims = info.SkipMakeAnims;
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transform.Offset = info.Offset;
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self.QueueActivity(false, transform);
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}
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}
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}
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