117 lines
3.6 KiB
C#
Executable File
117 lines
3.6 KiB
C#
Executable File
#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.Collections.Generic;
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using System.Drawing;
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using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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public class ProductionInfo : ITraitInfo
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{
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public readonly float[] SpawnOffsets; // in px relative to CenterLocation
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public readonly int[] ExitCells; // in cells relative to TopLeft, supports a list for multiple exits
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public readonly string[] Produces = { };
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public virtual object Create(ActorInitializer init) { return new Production(this); }
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}
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public class Production
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{
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public readonly List<Pair<float2, int2>> Spawns = new List<Pair<float2, int2>>();
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public ProductionInfo Info;
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public Production(ProductionInfo info)
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{
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Info = info;
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if (info.SpawnOffsets == null || info.ExitCells == null)
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return;
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if (info.SpawnOffsets.Length != info.ExitCells.Length)
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throw new System.InvalidOperationException("SpawnOffset, ExitCells length mismatch");
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for (int i = 0; i < info.ExitCells.Length; i+=2)
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Spawns.Add(Pair.New(new float2(info.SpawnOffsets[i],info.SpawnOffsets[i+1]), new int2(info.ExitCells[i], info.ExitCells[i+1])));
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}
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public void DoProduction(Actor self, Actor newUnit, int2 exit, float2 spawn)
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{
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var move = newUnit.Trait<IMove>();
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var facing = newUnit.TraitOrDefault<IFacing>();
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// Set the physical position of the unit as the exit cell
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move.SetPosition(newUnit,exit);
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var to = Util.CenterOfCell(exit);
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newUnit.CenterLocation = spawn;
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if (facing != null)
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facing.Facing = Util.GetFacing(to - spawn, facing.Facing);
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self.World.Add(newUnit);
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// Animate the spawn -> exit transition
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var speed = move.MovementSpeedForCell(self, exit);
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var length = speed > 0 ? (int)( ( to - spawn ).Length*3 / speed ) : 0;
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newUnit.QueueActivity(new Activities.Drag(spawn, to, length));
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// For the target line
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var target = exit;
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var rp = self.TraitOrDefault<RallyPoint>();
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if (rp != null)
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{
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target = rp.rallyPoint;
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// Todo: Move implies unit has Mobile
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newUnit.QueueActivity(new Activities.Move(target, 1));
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}
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if (newUnit.Owner == self.World.LocalPlayer)
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{
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self.World.AddFrameEndTask(w =>
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{
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var line = newUnit.TraitOrDefault<DrawLineToTarget>();
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if (line != null)
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line.SetTargetSilently(newUnit, Target.FromCell(target), Color.Green);
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});
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}
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foreach (var t in self.TraitsImplementing<INotifyProduction>())
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t.UnitProduced(self, newUnit, exit);
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Log.Write("debug", "{0} #{1} produced by {2} #{3}", newUnit.Info.Name, newUnit.ActorID, self.Info.Name, self.ActorID);
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}
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public virtual bool Produce( Actor self, ActorInfo producee )
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{
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var newUnit = self.World.CreateActor(false, producee.Name, new TypeDictionary
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{
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new OwnerInit( self.Owner ),
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});
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// Todo: remove assumption on Mobile;
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// required for 3-arg CanEnterCell
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var mobile = newUnit.Trait<Mobile>();
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// Pick a spawn/exit point pair
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// Todo: Reorder in a synced random way
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foreach (var s in Spawns)
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{
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var exit = self.Location + s.Second;
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var spawn = self.CenterLocation + s.First;
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if (mobile.CanEnterCell(exit,self,true))
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{
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DoProduction(self, newUnit, exit, spawn);
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return true;
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}
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}
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return false;
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}
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}
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}
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