Files
OpenRA/OpenRA.Mods.D2k/Traits/Carryall.cs

216 lines
5.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Graphics;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.D2k.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.D2k.Traits
{
[Desc("Automatically transports harvesters with the Carryable trait between resource fields and refineries.")]
public class CarryallInfo : ITraitInfo, Requires<IBodyOrientationInfo>
{
[Desc("Set to false when the carryall should not automatically get new jobs.")]
public readonly bool Automatic = true;
public object Create(ActorInitializer init) { return new Carryall(init.Self, this); }
}
public class Carryall : INotifyBecomingIdle, INotifyKilled, ISync, IRender, INotifyActorDisposing
{
readonly Actor self;
readonly WRange carryHeight;
readonly CarryallInfo info;
// The actor we are currently carrying.
[Sync] public Actor Carrying { get; internal set; }
public bool IsCarrying { get; internal set; }
// TODO: Use ActorPreviews so that this can support actors with multiple sprites
Animation anim;
public bool IsBusy { get; internal set; }
public Carryall(Actor self, CarryallInfo info)
{
this.self = self;
this.info = info;
IsBusy = false;
IsCarrying = false;
carryHeight = self.Trait<Helicopter>().Info.LandAltitude;
}
public void OnBecomingIdle(Actor self)
{
if (info.Automatic)
FindCarryableForTransport();
if (!IsBusy)
self.QueueActivity(new HeliFlyCircle(self));
}
// A carryable notifying us that he'd like to be carried
public bool RequestTransportNotify(Actor carryable)
{
if (IsBusy || !info.Automatic)
return false;
if (ReserveCarryable(carryable))
{
self.QueueActivity(false, new PickupUnit(self, carryable));
self.QueueActivity(true, new DeliverUnit(self));
return true;
}
return false;
}
void FindCarryableForTransport()
{
if (!self.IsInWorld)
return;
// Get all carryables who want transport
var carryables = self.World.ActorsWithTrait<Carryable>()
.Where(p =>
{
var actor = p.Actor;
if (actor == null)
return false;
if (actor.Owner != self.Owner)
return false;
if (actor.IsDead)
return false;
var trait = p.Trait;
if (trait.Reserved)
return false;
if (!trait.WantsTransport)
return false;
if (actor.IsIdle)
return false;
return true;
})
.OrderBy(p => (self.Location - p.Actor.Location).LengthSquared);
foreach (var p in carryables)
{
// Check if its actually me who's the best candidate
if (p.Trait.GetClosestIdleCarrier() == self && ReserveCarryable(p.Actor))
{
self.QueueActivity(false, new PickupUnit(self, p.Actor));
self.QueueActivity(true, new DeliverUnit(self));
break;
}
}
}
// Reserve the carryable so its ours exclusively
public bool ReserveCarryable(Actor carryable)
{
if (Carrying != null)
return false;
if (carryable.Trait<Carryable>().Reserve(self))
{
Carrying = carryable;
IsBusy = true;
return true;
}
return false;
}
// Unreserve the carryable
public void UnreserveCarryable()
{
if (Carrying != null)
{
if (Carrying.IsInWorld && !Carrying.IsDead)
Carrying.Trait<Carryable>().UnReserve(self);
Carrying = null;
}
CarryableReleased();
}
// INotifyKilled
public void Killed(Actor self, AttackInfo e)
{
if (Carrying != null)
{
if (IsCarrying && Carrying.IsInWorld && !Carrying.IsDead)
Carrying.Kill(e.Attacker);
Carrying = null;
}
UnreserveCarryable();
}
public void Disposing(Actor self)
{
if (Carrying != null && IsCarrying)
{
Carrying.Dispose();
Carrying = null;
}
}
// Called when carryable is inside.
public void AttachCarryable(Actor carryable)
{
IsBusy = true;
IsCarrying = true;
Carrying = carryable;
// Create a new animation for our carryable unit
var rs = carryable.Trait<RenderSprites>();
anim = new Animation(self.World, rs.GetImage(carryable), RenderSprites.MakeFacingFunc(self));
anim.PlayRepeating("idle");
anim.IsDecoration = true;
}
// Called when released
public void CarryableReleased()
{
IsBusy = false;
IsCarrying = false;
anim = null;
}
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
{
// Render the carryable below us TODO: Implement RenderSprites trait
if (anim != null && !self.World.FogObscures(self))
{
anim.Tick();
var renderables = anim.Render(self.CenterPosition + new WVec(0, 0, -carryHeight.Range),
wr.Palette("player" + Carrying.Owner.InternalName));
foreach (var rr in renderables)
yield return rr;
}
}
}
}