109 lines
3.1 KiB
C#
109 lines
3.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 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.Collections.Generic;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.RA.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Activities
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{
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// Assumes you have Minelayer on that unit
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public class LayMines : Activity
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{
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readonly Minelayer minelayer;
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readonly MinelayerInfo info;
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readonly AmmoPool[] ammoPools;
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readonly IMove movement;
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readonly HashSet<string> rearmBuildings;
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public LayMines(Actor self)
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{
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minelayer = self.TraitOrDefault<Minelayer>();
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info = self.Info.TraitInfo<MinelayerInfo>();
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ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
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movement = self.Trait<IMove>();
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rearmBuildings = info.RearmBuildings;
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled)
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return NextActivity;
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if (ammoPools != null && ammoPools.Any(p => p.Info.Name == info.AmmoPoolName && !p.HasAmmo()))
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{
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// Rearm (and possibly repair) at rearm building, then back out here to refill the minefield some more
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var rearmTarget = self.World.Actors.Where(a => self.Owner.Stances[a.Owner] == Stance.Ally
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&& rearmBuildings.Contains(a.Info.Name))
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.ClosestTo(self);
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if (rearmTarget == null)
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return new Wait(20);
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return ActivityUtils.SequenceActivities(
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new MoveAdjacentTo(self, Target.FromActor(rearmTarget)),
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movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget),
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new Rearm(self),
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new Repair(rearmTarget),
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this);
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}
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if (minelayer.Minefield.Contains(self.Location) && ShouldLayMine(self, self.Location))
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{
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LayMine(self);
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return ActivityUtils.SequenceActivities(new Wait(20), this); // A little wait after placing each mine, for show
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}
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if (minelayer.Minefield.Length > 0)
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{
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// Don't get stuck forever here
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for (var n = 0; n < 20; n++)
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{
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var p = minelayer.Minefield.Random(self.World.SharedRandom);
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if (ShouldLayMine(self, p))
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return ActivityUtils.SequenceActivities(movement.MoveTo(p, 0), this);
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}
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}
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// TODO: Return somewhere likely to be safe (near rearm building) so we're not sitting out in the minefield.
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return new Wait(20); // nothing to do here
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}
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static bool ShouldLayMine(Actor self, CPos p)
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{
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// If there is no unit (other than me) here, we want to place a mine here
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return self.World.ActorMap.GetActorsAt(p).All(a => a == self);
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}
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void LayMine(Actor self)
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{
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if (ammoPools != null)
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{
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var pool = ammoPools.FirstOrDefault(x => x.Info.Name == info.AmmoPoolName);
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if (pool == null)
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return;
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pool.TakeAmmo();
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}
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self.World.AddFrameEndTask(
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w => w.CreateActor(info.Mine, new TypeDictionary
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{
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new LocationInit(self.Location),
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new OwnerInit(self.Owner),
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}));
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}
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}
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}
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