Files
OpenRA/OpenRA.Mods.RA/Activities/LayMines.cs
Taryn Hill 4ed53c5952 Simplify return statements.
Remove redundant ‘this’.
Remove unused using directives.
Simplify LINQ chains.
Add some trait property descriptions.
Add readonly where viable.
Add fullstops to some yaml descriptions.
2015-04-01 12:33:17 -05:00

110 lines
3.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Activities
{
// Assumes you have Minelayer on that unit
public class LayMines : Activity
{
readonly Minelayer minelayer;
readonly MinelayerInfo info;
readonly IEnumerable<AmmoPool> ammoPools;
readonly IMove movement;
readonly string[] rearmBuildings;
public LayMines(Actor self)
{
minelayer = self.TraitOrDefault<Minelayer>();
info = self.Info.Traits.Get<MinelayerInfo>();
ammoPools = self.TraitsImplementing<AmmoPool>();
movement = self.Trait<IMove>();
rearmBuildings = info.RearmBuildings;
}
public override Activity Tick(Actor self)
{
if (IsCanceled)
return NextActivity;
if (ammoPools != null && ammoPools.Any(p => p.Info.Name == info.AmmoPoolName && !p.HasAmmo()))
{
// Rearm (and possibly repair) at rearm building, then back out here to refill the minefield some more
var rearmTarget = self.World.Actors.Where(a => self.Owner.Stances[a.Owner] == Stance.Ally
&& rearmBuildings.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);
}
if (minelayer.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 (minelayer.Minefield.Length > 0)
{
// Don't get stuck forever here
for (var n = 0; n < 20; n++)
{
var p = minelayer.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 rearm building) 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).All(a => a == self);
}
void LayMine(Actor self)
{
if (ammoPools != null)
{
var pool = ammoPools.FirstOrDefault(x => x.Info.Name == info.AmmoPoolName);
if (pool == null)
return;
pool.TakeAmmo();
}
self.World.AddFrameEndTask(
w => w.CreateActor(info.Mine, new TypeDictionary
{
new LocationInit(self.Location),
new OwnerInit(self.Owner),
}));
}
}
}