Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/Exit.cs
2021-01-02 15:43:03 +01:00

95 lines
3.2 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...")]
public class ExitInfo : ConditionalTraitInfo, Requires<IOccupySpaceInfo>
{
[Desc("Offset at which that the exiting actor is spawned relative to the center of the producing actor.")]
public readonly WVec SpawnOffset = WVec.Zero;
[Desc("Cell offset where the exiting actor enters the ActorMap relative to the topleft cell of the producing actor.")]
public readonly CVec ExitCell = CVec.Zero;
public readonly WAngle? Facing = null;
[Desc("Type tags on this exit.")]
public readonly HashSet<string> ProductionTypes = new HashSet<string>();
[Desc("Number of ticks to wait before moving into the world.")]
public readonly int ExitDelay = 0;
[Desc("Exits with larger priorities will be used before lower priorities.")]
public readonly int Priority = 1;
public override object Create(ActorInitializer init) { return new Exit(init, this); }
}
public class Exit : ConditionalTrait<ExitInfo>
{
public Exit(ActorInitializer init, ExitInfo info)
: base(info) { }
}
public static class ExitExts
{
public static Exit NearestExitOrDefault(this Actor actor, WPos pos, string productionType = null, Func<Exit, bool> p = null)
{
// The .ToList() is required to work around a bug/unexpected behaviour in mono, where
// the ThenBy clause makes the FirstOrDefault behave differently than under .NET.
// This is important because p may have side-effects that trigger a desync if not
// called on the same exits in the same order!
var all = Exits(actor, productionType)
.OrderByDescending(e => e.Info.Priority)
.ThenBy(e => (actor.World.Map.CenterOfCell(actor.Location + e.Info.ExitCell) - pos).LengthSquared)
.ToList();
return p != null ? all.FirstOrDefault(p) : all.FirstOrDefault();
}
public static IEnumerable<Exit> Exits(this Actor actor, string productionType = null)
{
var all = actor.TraitsImplementing<Exit>()
.Where(Exts.IsTraitEnabled);
if (string.IsNullOrEmpty(productionType))
return all;
return all.Where(e => e.Info.ProductionTypes.Count == 0 || e.Info.ProductionTypes.Contains(productionType));
}
public static Exit RandomExitOrDefault(this Actor actor, World world, string productionType, Func<Exit, bool> p = null)
{
var allOfType = Exits(actor, productionType);
if (!allOfType.Any())
return null;
foreach (var g in allOfType.GroupBy(e => e.Info.Priority))
{
var shuffled = g.Shuffle(world.SharedRandom);
if (p == null)
return shuffled.First();
var valid = shuffled.FirstOrDefault(p);
if (valid != null)
return valid;
}
return null;
}
}
}