170 lines
6.1 KiB
C#
170 lines
6.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.World)]
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[Desc("Spawn base actor at the spawnpoint and support units in an annulus around the base actor. " +
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"Both are defined at MPStartUnits. Attach this to the world actor.")]
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public class SpawnStartingUnitsInfo : TraitInfo, Requires<StartingUnitsInfo>, NotBefore<PathFinderInfo>, ILobbyOptions
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{
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public readonly string StartingUnitsClass = "none";
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[FluentReference]
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[Desc("Descriptive label for the starting units option in the lobby.")]
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public readonly string DropdownLabel = "dropdown-starting-units.label";
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[FluentReference]
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[Desc("Tooltip description for the starting units option in the lobby.")]
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public readonly string DropdownDescription = "dropdown-starting-units.description";
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[Desc("Prevent the starting units option from being changed in the lobby.")]
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public readonly bool DropdownLocked = false;
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[Desc("Whether to display the starting units option in the lobby.")]
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public readonly bool DropdownVisible = true;
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[Desc("Display order for the starting units option in the lobby.")]
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public readonly int DropdownDisplayOrder = 0;
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IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(MapPreview map)
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{
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var startingUnits = new Dictionary<string, string>();
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// Duplicate classes are defined for different race variants
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foreach (var t in map.WorldActorInfo.TraitInfos<StartingUnitsInfo>())
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startingUnits[t.Class] = map.GetMessage(t.ClassName);
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if (startingUnits.Count > 0)
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yield return new LobbyOption(map, "startingunits", DropdownLabel, DropdownDescription, DropdownVisible, DropdownDisplayOrder,
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startingUnits, StartingUnitsClass, DropdownLocked);
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}
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public override object Create(ActorInitializer init) { return new SpawnStartingUnits(this); }
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}
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public class SpawnStartingUnits : IWorldLoaded
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{
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readonly SpawnStartingUnitsInfo info;
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public SpawnStartingUnits(SpawnStartingUnitsInfo info)
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{
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this.info = info;
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}
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public void WorldLoaded(World world, WorldRenderer wr)
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{
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foreach (var p in world.Players)
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if (p.Playable)
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SpawnUnitsForPlayer(world, p);
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}
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void SpawnUnitsForPlayer(World w, Player p)
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{
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var spawnClass = p.PlayerReference.StartingUnitsClass ?? w.LobbyInfo.GlobalSettings
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.OptionOrDefault("startingunits", info.StartingUnitsClass);
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var unitGroup = w.Map.Rules.Actors[SystemActors.World].TraitInfos<StartingUnitsInfo>()
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.Where(g => g.Class == spawnClass && g.Factions != null && g.Factions.Contains(p.Faction.InternalName))
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.RandomOrDefault(w.SharedRandom);
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if (unitGroup == null)
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throw new InvalidOperationException($"No starting units defined for faction {p.Faction.InternalName} with class {spawnClass}");
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CPos[] homeLocations;
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if (unitGroup.BaseActor != null)
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{
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var facing = unitGroup.BaseActorFacing ?? new WAngle(w.SharedRandom.Next(1024));
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var baseActor = w.CreateActor(unitGroup.BaseActor.ToLowerInvariant(), new TypeDictionary
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{
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new LocationInit(p.HomeLocation + unitGroup.BaseActorOffset),
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new OwnerInit(p),
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new SkipMakeAnimsInit(),
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new FacingInit(facing),
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new SpawnedByMapInit(),
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});
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var baseActorIsMovable =
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baseActor.OccupiesSpace is Mobile mobile && !mobile.IsTraitDisabled && !mobile.IsTraitPaused && !mobile.IsImmovable;
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if (baseActorIsMovable)
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{
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// If the base is movable, we want support actors to be able to path to its location.
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homeLocations = new[] { baseActor.Location };
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}
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else
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{
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// For an immovable base, we want support actors to be able to path adjacent to it.
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// They won't to able to path to its location, because it is immovable and blocks them.
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var occupiedCells = baseActor.OccupiesSpace.OccupiedCells().Select(p => p.Cell).ToArray();
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homeLocations = Util.ExpandFootprint(occupiedCells, true).Except(occupiedCells).ToArray();
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}
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}
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else
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{
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// If there is no base actor, we want support actors to be able to path to the home location.
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homeLocations = new[] { p.HomeLocation };
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}
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if (unitGroup.SupportActors.Length == 0)
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return;
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var supportSpawnCells = w.Map
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.FindTilesInAnnulus(p.HomeLocation, unitGroup.InnerSupportRadius + 1, unitGroup.OuterSupportRadius)
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.ToList();
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var pathFinder = w.WorldActor.TraitOrDefault<IPathFinder>();
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var locomotorsByName = w.WorldActor.TraitsImplementing<Locomotor>().ToDictionary(l => l.Info.Name);
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foreach (var s in unitGroup.SupportActors)
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{
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var actorRules = w.Map.Rules.Actors[s.ToLowerInvariant()];
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var ip = actorRules.TraitInfo<IPositionableInfo>();
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var validCells = supportSpawnCells.Where(c => ip.CanEnterCell(w, null, c));
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if (pathFinder != null)
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{
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var locomotorName = actorRules.TraitInfoOrDefault<MobileInfo>()?.Locomotor;
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var locomotor = locomotorName != null ? locomotorsByName[locomotorName] : null;
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if (locomotor != null)
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validCells = validCells
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.Where(c => homeLocations.Any(h => pathFinder.PathMightExistForLocomotorBlockedByImmovable(locomotor, c, h)));
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}
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var validCell = validCells.RandomOrDefault(w.SharedRandom);
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if (validCell == CPos.Zero)
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{
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Log.Write("debug", $"No cells available to spawn starting unit {s} for player {p}");
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continue;
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}
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var subCell = ip.SharesCell ? w.ActorMap.FreeSubCell(validCell) : 0;
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var facing = unitGroup.SupportActorsFacing ?? new WAngle(w.SharedRandom.Next(1024));
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w.CreateActor(s.ToLowerInvariant(), new TypeDictionary
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{
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new OwnerInit(p),
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new LocationInit(validCell),
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new SubCellInit(subCell),
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new FacingInit(facing),
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new SpawnedByMapInit(),
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});
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}
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}
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}
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}
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