Files
OpenRA/OpenRA.Mods.Common/Traits/TunnelEntrance.cs

74 lines
2.4 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.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Provides a target for players to issue orders for units to move through a TerrainTunnel.",
"The host actor should be placed so that the Sensor position overlaps one of the TerrainTunnel portal cells.")]
public class TunnelEntranceInfo : ITraitInfo
{
[FieldLoader.Require]
[Desc("Offset to use as a staging point for actors entering or exiting the tunnel.",
"Should be at least Margin cells away from the actual entrance.")]
public readonly CVec RallyPoint = CVec.Zero;
[Desc("Cell radius to use as a staging area around the RallyPoint.")]
public readonly int Margin = 2;
[Desc("Offset to check for the corresponding TerrainTunnel portal cell(s).")]
public readonly CVec Sensor = CVec.Zero;
public object Create(ActorInitializer init) { return new TunnelEntrance(init.Self, this); }
}
public class TunnelEntrance : INotifyCreated
{
readonly TunnelEntranceInfo info;
public readonly CPos Entrance;
public CPos? Exit { get; private set; }
public int NearEnough { get { return info.Margin; } }
public TunnelEntrance(Actor self, TunnelEntranceInfo info)
{
this.info = info;
Entrance = self.Location + info.RallyPoint;
}
void INotifyCreated.Created(Actor self)
{
// Find the map tunnel associated with this entrance
var sensor = self.Location + info.Sensor;
var tunnel = self.World.WorldActor.Info.TraitInfos<TerrainTunnelInfo>()
.FirstOrDefault(tti => tti.PortalCells().Contains(sensor));
if (tunnel != null)
{
// Find the matching entrance at the other end of the tunnel
// Run at the end of the tick to make sure that all the entrances exist in the world
self.World.AddFrameEndTask(w =>
{
var portalCells = tunnel.PortalCells().ToList();
var other = self.World.ActorsWithTrait<TunnelEntrance>()
.FirstOrDefault(x => x.Actor != self && portalCells.Contains(x.Actor.Location + x.Trait.info.Sensor));
if (other.Trait != null)
Exit = other.Trait.Entrance;
});
}
}
}
}