Files
OpenRA/OpenRA.Mods.RA/Activities/LayMines.cs
2010-06-16 22:42:22 +12:00

93 lines
3.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it 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.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Linq;
using OpenRA.Traits;
using OpenRA.Traits.Activities;
namespace OpenRA.Mods.RA.Activities
{
// assumes you have Minelayer on that unit
class LayMines : IActivity
{
bool canceled = false;
public IActivity NextActivity { get; set; }
public IActivity Tick( Actor self )
{
if (canceled) return NextActivity;
var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
if (!limitedAmmo.HasAmmo())
{
// rearm & repair at fix, then back out here to refill the minefield some more
var buildings = self.Info.Traits.Get<MinelayerInfo>().RearmBuildings;
var rearmTarget = self.World.Actors.FirstOrDefault(a => a.Owner != null && self.Owner.Stances[a.Owner] == Stance.Ally
&& buildings.Contains(a.Info.Name));
if (rearmTarget == null)
return new Wait(20);
return new Move(((1 / 24f) * rearmTarget.CenterLocation).ToInt2(), rearmTarget)
{ NextActivity = new Rearm() { NextActivity = new Repair(rearmTarget) { NextActivity = this } } };
}
var ml = self.traits.Get<Minelayer>();
if (ml.minefield.Contains(self.Location) &&
ShouldLayMine(self, self.Location))
{
LayMine(self);
return new Wait(20) { NextActivity = this }; // a little wait after placing each mine, for show
}
for (var n = 0; n < 20; n++) // dont get stuck forever here
{
var p = ml.minefield.Random(self.World.SharedRandom);
if (ShouldLayMine(self, p))
return new Move(p, 0) { NextActivity = this };
}
// todo: return somewhere likely to be safe (near fix) so we're not sitting out in the minefield.
return new Wait(20); // nothing to do here
}
bool ShouldLayMine(Actor self, int2 p)
{
// if there is no unit (other than me) here, we want to place a mine here
return !self.World.WorldActor.traits.Get<UnitInfluence>()
.GetUnitsAt(p).Any(a => a != self);
}
void LayMine(Actor self)
{
var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
if (limitedAmmo != null) limitedAmmo.Attacking(self);
self.World.AddFrameEndTask(
w => w.CreateActor(
self.Info.Traits.Get<MinelayerInfo>().Mine, self.Location, self.Owner));
}
public void Cancel( Actor self ) { canceled = true; NextActivity = null; }
}
}