Files
OpenRA/OpenRA.Mods.RA/CrateDrop.cs
2013-04-20 09:55:04 +02:00

114 lines
3.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Mods.RA.Air;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class CrateDropInfo : ITraitInfo
{
[Desc("Minimum number of crates")]
public readonly int Minimum = 1;
[Desc("Maximum number of crates")]
public readonly int Maximum = 255;
[Desc("Which terrain types can we drop on?")]
public readonly string[] ValidGround = {"Clear", "Rough", "Road", "Ore", "Beach"};
[Desc("Which terrain types count as water?")]
public readonly string[] ValidWater = {"Water"};
[Desc("Average time (seconds) between crate spawn")]
public readonly int SpawnInterval = 180;
[Desc("Chance of generating a water crate instead of a land crate")]
public readonly float WaterChance = .2f;
public object Create (ActorInitializer init) { return new CrateDrop(this); }
}
public class CrateDrop : ITick
{
List<Actor> crates = new List<Actor>();
int ticks = 0;
CrateDropInfo Info;
public CrateDrop(CrateDropInfo info) { Info = info; }
public void Tick(Actor self)
{
if (!self.World.LobbyInfo.GlobalSettings.Crates) return;
if (--ticks <= 0)
{
ticks = Info.SpawnInterval * 25; // TODO: randomize
crates.RemoveAll(x => !x.IsInWorld); // BUG: this removes crates that are cargo of a BADR!
var toSpawn = Math.Max(0, Info.Minimum - crates.Count)
+ (crates.Count < Info.Maximum ? 1 : 0);
for (var n = 0; n < toSpawn; n++)
SpawnCrate(self);
}
}
CPos? ChooseDropCell(Actor self, bool inWater, int maxTries)
{
for( var n = 0; n < maxTries; n++ )
{
var p = self.World.ChooseRandomCell(self.World.SharedRandom);
// Is this valid terrain?
var terrainType = self.World.GetTerrainType(p);
if (!(inWater ? Info.ValidWater : Info.ValidGround).Contains(terrainType)) continue;
// Don't drop on any actors
if (self.World.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(p) != null) continue;
if (self.World.ActorMap.GetUnitsAt(p).Any()) continue;
return p;
}
return null;
}
void SpawnCrate(Actor self)
{
var inWater = self.World.SharedRandom.NextFloat() < Info.WaterChance;
var pp = ChooseDropCell(self, inWater, 100);
if (pp == null) return;
var p = pp.Value; //
self.World.AddFrameEndTask(w =>
{
var crate = w.CreateActor(false, "crate", new TypeDictionary { new OwnerInit(w.WorldActor.Owner) });
crates.Add(crate);
var startPos = w.ChooseRandomEdgeCell();
var plane = w.CreateActor("badr", new TypeDictionary
{
new LocationInit( startPos ),
new OwnerInit( w.WorldActor.Owner),
new FacingInit( Util.GetFacing(p - startPos, 0) ),
new AltitudeInit( Rules.Info["badr"].Traits.Get<AircraftInfo>().CruiseAltitude ),
});
plane.CancelActivity();
plane.QueueActivity(new FlyAttack(Target.FromCell(p)));
plane.Trait<ParaDrop>().SetLZ(p);
plane.Trait<Cargo>().Load(plane, crate);
});
}
}
}