Files
OpenRA/OpenRA.Mods.RA/Activities/LayMines.cs
2014-08-21 11:27:52 +02:00

88 lines
2.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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.Linq;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Activities
{
// assumes you have Minelayer on that unit
class LayMines : Activity
{
public override Activity Tick(Actor self)
{
if (IsCanceled) return NextActivity;
var movement = self.Trait<IMove>();
var limitedAmmo = self.TraitOrDefault<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.Where(a => self.Owner.Stances[a.Owner] == Stance.Ally
&& buildings.Contains(a.Info.Name))
.ClosestTo(self);
if (rearmTarget == null)
return new Wait(20);
return Util.SequenceActivities(
new MoveAdjacentTo(self, Target.FromActor(rearmTarget)),
movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget),
new Rearm(self),
new Repair(rearmTarget),
this);
}
var ml = self.Trait<Minelayer>();
if (ml.Minefield.Contains(self.Location) &&
ShouldLayMine(self, self.Location))
{
LayMine(self);
return Util.SequenceActivities(new Wait(20), this); // a little wait after placing each mine, for show
}
if (ml.Minefield.Length > 0)
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 Util.SequenceActivities( movement.MoveTo(p, 0), 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
}
static bool ShouldLayMine(Actor self, CPos p)
{
// if there is no unit (other than me) here, we want to place a mine here
return !self.World.ActorMap.GetUnitsAt(p).Any(a => a != self);
}
static void LayMine(Actor self)
{
var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
if (limitedAmmo != null)
limitedAmmo.TakeAmmo();
self.World.AddFrameEndTask(
w => w.CreateActor(self.Info.Traits.Get<MinelayerInfo>().Mine, new TypeDictionary
{
new LocationInit(self.Location),
new OwnerInit(self.Owner),
}));
}
}
}