127 lines
3.6 KiB
C#
Executable File
127 lines
3.6 KiB
C#
Executable File
#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Drawing;
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using System.Linq;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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[Desc("This unit has access to build queues.")]
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public class ProductionInfo : ITraitInfo
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{
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[Desc("e.g. Infantry, Vehicles, Aircraft, Buildings")]
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public readonly string[] Produces = { };
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public virtual object Create(ActorInitializer init) { return new Production(this); }
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}
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[Desc("Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...")]
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public class ExitInfo : TraitInfo<Exit>
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{
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[Desc("Offset at which that the exiting actor is spawned")]
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public readonly WVec SpawnOffset = WVec.Zero;
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[Desc("Cell offset where the exiting actor enters the ActorMap")]
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public readonly CVec ExitCell = CVec.Zero;
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public readonly int Facing = -1;
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public readonly bool MoveIntoWorld = true;
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}
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public class Exit { }
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public class Production
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{
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public ProductionInfo Info;
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public Production(ProductionInfo info)
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{
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Info = info;
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}
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public void DoProduction(Actor self, ActorInfo producee, ExitInfo exitinfo)
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{
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var exit = self.Location + exitinfo.ExitCell;
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var spawn = self.CenterPosition + exitinfo.SpawnOffset;
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var to = exit.CenterPosition;
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var fi = producee.Traits.Get<IFacingInfo>();
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var initialFacing = exitinfo.Facing < 0 ? Util.GetFacing(to - spawn, fi.GetInitialFacing()) : exitinfo.Facing;
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var newUnit = self.World.CreateActor(producee.Name, new TypeDictionary
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{
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new OwnerInit(self.Owner),
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new CenterPositionInit(spawn),
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new FacingInit(initialFacing)
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});
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var move = newUnit.Trait<IMove>();
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if (exitinfo.MoveIntoWorld)
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newUnit.QueueActivity(move.MoveIntoWorld(newUnit, exit));
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var target = MoveToRallyPoint(self, newUnit, exit);
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newUnit.SetTargetLine(Target.FromCell(target), Color.Green, false);
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foreach (var t in self.TraitsImplementing<INotifyProduction>())
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t.UnitProduced(self, newUnit, exit);
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}
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static CPos MoveToRallyPoint(Actor self, Actor newUnit, CPos exitLocation)
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{
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var rp = self.TraitOrDefault<RallyPoint>();
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if (rp == null)
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return exitLocation;
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var move = newUnit.TraitOrDefault<IMove>();
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if (move != null)
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{
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newUnit.QueueActivity(new AttackMove.AttackMoveActivity(
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newUnit, move.MoveTo(rp.rallyPoint, rp.nearEnough)));
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return rp.rallyPoint;
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}
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return exitLocation;
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}
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public virtual bool Produce(Actor self, ActorInfo producee)
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{
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if (Reservable.IsReserved(self))
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return false;
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// pick a spawn/exit point pair
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var exit = self.Info.Traits.WithInterface<ExitInfo>().Shuffle(self.World.SharedRandom)
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.FirstOrDefault(e => CanUseExit(self, producee, e));
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if (exit != null)
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{
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DoProduction(self, producee, exit);
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return true;
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}
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return false;
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}
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static bool CanUseExit(Actor self, ActorInfo producee, ExitInfo s)
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{
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var mobileInfo = producee.Traits.GetOrDefault<MobileInfo>();
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foreach (var blocker in self.World.ActorMap.GetUnitsAt(self.Location + s.ExitCell))
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{
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// Notify the blocker that he's blocking our move:
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foreach (var moveBlocked in blocker.TraitsImplementing<INotifyBlockingMove>())
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moveBlocked.OnNotifyBlockingMove(blocker, self);
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}
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return mobileInfo == null ||
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mobileInfo.CanEnterCell(self.World, self, self.Location + s.ExitCell, self, true, true);
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}
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}
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}
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