Files
OpenRA/OpenRA.Mods.Common/Traits/Wanders.cs

119 lines
3.4 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Collections.Generic;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Wanders around aimlessly while idle.")]
public class WandersInfo : ConditionalTraitInfo, Requires<IMoveInfo>
{
public readonly int WanderMoveRadius = 1;
[Desc("Number of ticks to wait before decreasing the effective move radius.")]
public readonly int ReduceMoveRadiusDelay = 5;
[Desc("Minimum amount of ticks the actor will sit idly before starting to wander.")]
public readonly int MinMoveDelay = 0;
[Desc("Maximum amount of ticks the actor will sit idly before starting to wander.")]
public readonly int MaxMoveDelay = 0;
[Desc("The terrain types that this actor should avoid wandering on to.")]
public readonly HashSet<string> AvoidTerrainTypes = new HashSet<string>();
public override object Create(ActorInitializer init) { return new Wanders(init.Self, this); }
}
public class Wanders : ConditionalTrait<WandersInfo>, INotifyIdle, INotifyBecomingIdle
{
readonly WandersInfo info;
readonly IMoveInfo moveInfo;
protected readonly IMove Move;
int countdown;
int ticksIdle;
int effectiveMoveRadius;
public Wanders(Actor self, WandersInfo info)
: base(info)
{
this.info = info;
effectiveMoveRadius = info.WanderMoveRadius;
countdown = self.World.SharedRandom.Next(info.MinMoveDelay, info.MaxMoveDelay);
Move = self.Trait<IMove>();
moveInfo = self.Info.TraitInfo<IMoveInfo>();
}
protected virtual void OnBecomingIdle(Actor self)
{
countdown = self.World.SharedRandom.Next(info.MinMoveDelay, info.MaxMoveDelay);
}
void INotifyBecomingIdle.OnBecomingIdle(Actor self)
{
OnBecomingIdle(self);
}
protected virtual void TickIdle(Actor self)
{
if (IsTraitDisabled)
return;
if (--countdown > 0)
return;
var targetCell = PickTargetLocation(self);
if (targetCell.HasValue)
DoAction(self, targetCell.Value);
}
void INotifyIdle.TickIdle(Actor self)
{
TickIdle(self);
}
CPos? PickTargetLocation(Actor self)
{
var target = self.CenterPosition + new WVec(0, -1024 * effectiveMoveRadius, 0).Rotate(WRot.FromFacing(self.World.SharedRandom.Next(255)));
var targetCell = self.World.Map.CellContaining(target);
if (!self.World.Map.Contains(targetCell))
{
// If MoveRadius is too big there might not be a valid cell to order the attack to (if actor is on a small island and can't leave)
if (++ticksIdle % info.ReduceMoveRadiusDelay == 0)
effectiveMoveRadius--;
// We'll be back the next tick; better to sit idle for a few seconds than prolong this tick indefinitely with a loop
return null;
}
if (info.AvoidTerrainTypes.Count > 0)
{
var terrainType = self.World.Map.GetTerrainInfo(targetCell).Type;
if (Info.AvoidTerrainTypes.Contains(terrainType))
return null;
}
ticksIdle = 0;
effectiveMoveRadius = info.WanderMoveRadius;
return targetCell;
}
public virtual void DoAction(Actor self, CPos targetCell)
{
self.QueueActivity(Move.MoveTo(targetCell, targetLineColor: moveInfo.GetTargetLineColor()));
}
}
}