Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/Exit.cs
2018-01-17 00:47:34 +01:00

75 lines
2.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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 : TraitInfo<Exit>, 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 int Facing = -1;
[Desc("Type tags on this exit.")]
public readonly HashSet<string> ProductionTypes = new HashSet<string>();
[Desc("AttackMove to a RallyPoint or stay where you are spawned.")]
public readonly bool MoveIntoWorld = true;
[Desc("Number of ticks to wait before moving into the world.")]
public readonly int ExitDelay = 0;
}
public class Exit { }
public static class ExitExts
{
public static ExitInfo FirstExitOrDefault(this ActorInfo info, string productionType = null)
{
var all = info.TraitInfos<ExitInfo>();
if (string.IsNullOrEmpty(productionType))
return all.FirstOrDefault(e => e.ProductionTypes.Count == 0);
return all.FirstOrDefault(e => e.ProductionTypes.Count == 0 || e.ProductionTypes.Contains(productionType));
}
public static IEnumerable<ExitInfo> Exits(this ActorInfo info, string productionType = null)
{
var all = info.TraitInfos<ExitInfo>();
if (string.IsNullOrEmpty(productionType))
return all.Where(e => e.ProductionTypes.Count == 0);
return all.Where(e => e.ProductionTypes.Count == 0 || e.ProductionTypes.Contains(productionType));
}
public static ExitInfo RandomExitOrDefault(this ActorInfo info, World world, string productionType, Func<ExitInfo, bool> p = null)
{
var allOfType = Exits(info, productionType);
if (!allOfType.Any())
return null;
var shuffled = allOfType.Shuffle(world.SharedRandom);
return p != null ? shuffled.FirstOrDefault(p) : shuffled.First();
}
public static ExitInfo RandomExitOrDefault(this Actor self, string productionType, Func<ExitInfo, bool> p = null)
{
return RandomExitOrDefault(self.Info, self.World, productionType, p);
}
}
}