In places where arrays were being treated as a set, just create a set directly. This reveals the intention of such collections better, and also improves performance by allowing set based methods to be used.
112 lines
3.5 KiB
C#
112 lines
3.5 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;
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using System.Collections.Generic;
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using System.Linq;
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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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[Desc("Creates duplicates of the actor that collects the crate.")]
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class DuplicateUnitCrateActionInfo : CrateActionInfo
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{
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[Desc("The maximum number of duplicates to make.")]
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public readonly int MaxAmount = 2;
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[Desc("The minimum number of duplicates to make. Overrules MaxDuplicatesWorth.")]
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public readonly int MinAmount = 1;
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[Desc("The maximum total value allowed for the duplicates.", "Duplication stops if the total worth will exceed this number.", "-1 = no limit")]
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public readonly int MaxDuplicateValue = -1;
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[Desc("The maximum radius (in cells) that duplicates can be spawned.")]
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public readonly int MaxRadius = 4;
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[Desc("The list of unit target types we are allowed to duplicate.")]
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public readonly HashSet<string> ValidTargets = new HashSet<string> { "Ground", "Water" };
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[Desc("Which factions this crate action can occur for.")]
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public readonly string[] ValidFactions = { };
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[Desc("Is the new duplicates given to a specific owner, regardless of whom collected it?")]
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public readonly string Owner = null;
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public override object Create(ActorInitializer init) { return new DuplicateUnitCrateAction(init.Self, this); }
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}
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class DuplicateUnitCrateAction : CrateAction
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{
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readonly DuplicateUnitCrateActionInfo info;
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public DuplicateUnitCrateAction(Actor self, DuplicateUnitCrateActionInfo info)
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: base(self, info)
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{
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this.info = info;
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}
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public bool CanGiveTo(Actor collector)
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{
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if (info.ValidFactions.Any() && !info.ValidFactions.Contains(collector.Owner.Faction.InternalName))
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return false;
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var targetable = collector.TraitsImplementing<ITargetable>();
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if (!info.ValidTargets.Overlaps(targetable.SelectMany(t => t.TargetTypes)))
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return false;
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var positionable = collector.TraitOrDefault<IPositionable>();
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if (positionable == null)
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return false;
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return collector.World.Map.FindTilesInCircle(collector.Location, info.MaxRadius)
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.Any(c => positionable.CanEnterCell(c));
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}
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public override int GetSelectionShares(Actor collector)
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{
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if (!CanGiveTo(collector))
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return 0;
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return base.GetSelectionShares(collector);
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}
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public override void Activate(Actor collector)
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{
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var positionable = collector.Trait<IPositionable>();
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var candidateCells = collector.World.Map.FindTilesInCircle(collector.Location, info.MaxRadius)
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.Where(c => positionable.CanEnterCell(c)).Shuffle(collector.World.SharedRandom)
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.ToArray();
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var duplicates = Math.Min(candidateCells.Length, info.MaxAmount);
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// Restrict duplicate count to a maximum value
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if (info.MaxDuplicateValue > 0)
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{
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var vi = collector.Info.Traits.GetOrDefault<ValuedInfo>();
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if (vi != null && vi.Cost > 0)
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duplicates = Math.Min(duplicates, info.MaxDuplicateValue / vi.Cost);
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}
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for (var i = 0; i < duplicates; i++)
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{
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var cell = candidateCells[i]; // Avoid modified closure bug
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collector.World.AddFrameEndTask(w => w.CreateActor(collector.Info.Name, new TypeDictionary
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{
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new LocationInit(cell),
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new OwnerInit(info.Owner ?? collector.Owner.InternalName)
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}));
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}
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base.Activate(collector);
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}
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}
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}
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