Files
OpenRA/OpenRA.Mods.Common/Traits/World/SpawnStartingUnits.cs
2024-11-03 16:52:47 +02:00

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