Files
OpenRA/OpenRA.Mods.RA/Minelayer.cs
2010-10-07 22:07:13 +13:00

168 lines
4.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class MinelayerInfo : TraitInfo<Minelayer>
{
[ActorReference]
public readonly string Mine = "minv";
public readonly float MinefieldDepth = 1.5f;
[ActorReference]
public readonly string[] RearmBuildings = { "fix" };
}
class Minelayer : IIssueOrder, IResolveOrder, IPostRenderSelection
{
/* [Sync] when sync can cope with arrays! */
public int2[] minefield = null;
[Sync] int2 minefieldStart;
public IEnumerable<IOrderTargeter> Orders
{
get { yield return new BeginMinefieldOrderTargeter(); }
}
public Order IssueOrder( Actor self, IOrderTargeter order, Target target )
{
if( order is BeginMinefieldOrderTargeter )
{
var start = Util.CellContaining( target.CenterLocation );
self.World.OrderGenerator = new MinefieldOrderGenerator( self, start );
return new Order( "BeginMinefield", self, start );
}
return null;
}
public void ResolveOrder(Actor self, Order order)
{
if( order.OrderString == "BeginMinefield" )
minefieldStart = order.TargetLocation;
if (order.OrderString == "PlaceMinefield")
{
var movement = self.Trait<IMove>();
minefield = GetMinefieldCells(minefieldStart, order.TargetLocation,
self.Info.Traits.Get<MinelayerInfo>().MinefieldDepth)
.Where(p => movement.CanEnterCell(p)).ToArray();
self.CancelActivity();
self.QueueActivity(new LayMines());
}
}
static IEnumerable<int2> GetMinefieldCells(int2 start, int2 end, float depth)
{
var mins = int2.Min(start, end);
var maxs = int2.Max(start, end);
/* todo: proper endcaps, if anyone cares (which won't happen unless depth is large) */
var p = end - start;
var q = new float2(p.Y, -p.X);
q = (start != end) ? (1 / q.Length) * q : new float2(1, 0);
var c = -float2.Dot(q, start);
/* return all points such that |ax + by + c| < depth */
for (var i = mins.X; i <= maxs.X; i++)
for (var j = mins.Y; j <= maxs.Y; j++)
if (Math.Abs(q.X * i + q.Y * j + c) < depth)
yield return new int2(i, j);
}
class MinefieldOrderGenerator : IOrderGenerator
{
readonly Actor minelayer;
readonly int2 minefieldStart;
public MinefieldOrderGenerator(Actor self, int2 xy ) { minelayer = self; minefieldStart = xy; }
public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Left)
{
world.CancelInputMode();
yield break;
}
var underCursor = world.FindUnitsAtMouse(mi.Location)
.OrderByDescending(a => a.Info.Traits.Contains<SelectableInfo>()
? a.Info.Traits.Get<SelectableInfo>().Priority : int.MinValue)
.FirstOrDefault();
if( mi.Button == MouseButton.Right && underCursor == null )
{
minelayer.World.CancelInputMode();
yield return new Order( "PlaceMinefield", minelayer, xy );
}
}
public void Tick(World world)
{
if (!minelayer.IsInWorld || minelayer.IsDead())
world.CancelInputMode();
}
int2 lastMousePos;
public void RenderAfterWorld(World world)
{
if (!minelayer.IsInWorld)
return;
var ml = minelayer.Trait<Minelayer>();
var movement = minelayer.Trait<IMove>();
var minefield = GetMinefieldCells(minefieldStart, lastMousePos, minelayer.Info.Traits.Get<MinelayerInfo>().MinefieldDepth)
.Where(p => movement.CanEnterCell(p)).ToArray();
world.WorldRenderer.DrawLocus(Color.Cyan, minefield);
}
public void RenderBeforeWorld(World world) { }
public string GetCursor(World world, int2 xy, MouseInput mi) { lastMousePos = xy; return "ability"; } /* todo */
}
public void RenderAfterWorld(Actor self)
{
if (self.Owner != self.World.LocalPlayer)
return;
if (minefield != null)
self.World.WorldRenderer.DrawLocus(Color.Cyan, minefield);
}
class BeginMinefieldOrderTargeter : IOrderTargeter
{
public string OrderID { get { return "BeginMinefield"; } }
public int OrderPriority { get { return 5; } }
public bool CanTargetUnit( Actor self, Actor target, bool forceAttack, bool forceMove, ref string cursor )
{
return false;
}
public bool CanTargetLocation( Actor self, int2 location, List<Actor> actorsAtLocation, bool forceAttack, bool forceMove, ref string cursor )
{
cursor = "ability";
return ( actorsAtLocation.Count == 0 && forceAttack );
}
}
}
}