Files
OpenRA/OpenRA.Mods.RA/CrateSpawner.cs
2013-04-20 09:55:04 +02:00

88 lines
2.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class CrateSpawnerInfo : TraitInfo<CrateSpawner>
{
[Desc("Minimum number of crates")]
public readonly int Minimum = 1;
[Desc("Maximum number of crates")]
public readonly int Maximum = 255;
[Desc("Which terrain types can we drop on?")]
public readonly string[] ValidGround = {"Clear", "Rough", "Road", "Ore", "Beach"};
[Desc("Which terrain types count as water?")]
public readonly string[] ValidWater = {"Water"};
[Desc("Average time (seconds) between crate spawn")]
public readonly int SpawnInterval = 180;
[Desc("Chance of generating a water crate instead of a land crate")]
public readonly float WaterChance = .2f;
}
public class CrateSpawner : ITick
{
List<Actor> crates = new List<Actor>();
int ticks = 0;
public void Tick(Actor self)
{
if (!self.World.LobbyInfo.GlobalSettings.Crates) return;
if (--ticks <= 0)
{
var info = self.Info.Traits.Get<CrateSpawnerInfo>();
ticks = info.SpawnInterval * 25; // TODO: randomize
crates.RemoveAll(x => !x.IsInWorld);
var toSpawn = Math.Max(0, info.Minimum - crates.Count)
+ (crates.Count < info.Maximum ? 1 : 0);
for (var n = 0; n < toSpawn; n++)
SpawnCrate(self, info);
}
}
void SpawnCrate(Actor self, CrateSpawnerInfo info)
{
var threshold = 100;
var inWater = self.World.SharedRandom.NextFloat() < info.WaterChance;
for (var n = 0; n < threshold; n++ )
{
var p = self.World.ChooseRandomCell(self.World.SharedRandom);
// Is this valid terrain?
var terrainType = self.World.GetTerrainType(p);
if (!(inWater ? info.ValidWater : info.ValidGround).Contains(terrainType)) continue;
// Don't spawn on any actors
if (self.World.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(p) != null) continue;
if (self.World.ActorMap.GetUnitsAt(p).Any()) continue;
self.World.AddFrameEndTask(
w => crates.Add(w.CreateActor("crate", new TypeDictionary
{
new LocationInit( p ),
new OwnerInit( self.World.WorldActor.Owner ),
})));
return;
}
}
}
}