Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/ProductionAirdrop.cs
2024-10-04 15:11:27 +03:00

143 lines
5.1 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Deliver the unit in production via skylift.")]
public class ProductionAirdropInfo : ProductionInfo
{
[NotificationReference("Speech")]
[Desc("Speech notification to play when a unit is delivered.")]
public readonly string ReadyAudio = "Reinforce";
[FluentReference(optional: true)]
[Desc("Text notification to display when a unit is delivered.")]
public readonly string ReadyTextNotification = null;
[FieldLoader.Require]
[ActorReference(typeof(AircraftInfo))]
[Desc("Cargo aircraft used for delivery. Must have the `" + nameof(Aircraft) + "` trait.")]
public readonly string ActorType = null;
[Desc("The cargo aircraft will spawn at the player baseline (map edge closest to the player spawn)")]
public readonly bool BaselineSpawn = false;
[Desc("Direction the aircraft should face to land.")]
public readonly WAngle Facing = new(256);
[Desc("Tick that aircraft should wait before producing.")]
public readonly int WaitTickBeforeProduce = 0;
[Desc("Tick that aircraft should wait after producing.")]
public readonly int WaitTickAfterProduce = 0;
[Desc("Offset the aircraft used for landing.")]
public readonly WVec LandOffset = WVec.Zero;
public override object Create(ActorInitializer init) { return new ProductionAirdrop(init, this); }
}
sealed class ProductionAirdrop : Production
{
public ProductionAirdrop(ActorInitializer init, ProductionAirdropInfo info)
: base(init, info) { }
public override bool Produce(Actor self, ActorInfo producee, string productionType, TypeDictionary inits, int refundableValue)
{
if (IsTraitDisabled || IsTraitPaused)
return false;
var info = (ProductionAirdropInfo)Info;
var owner = self.Owner;
var map = owner.World.Map;
var aircraftInfo = self.World.Map.Rules.Actors[info.ActorType].TraitInfo<AircraftInfo>();
CPos startPos;
CPos endPos;
WAngle spawnFacing;
if (info.BaselineSpawn)
{
var bounds = map.Bounds;
var center = new MPos(bounds.Left + bounds.Width / 2, bounds.Top + bounds.Height / 2).ToCPos(map);
var spawnVec = owner.HomeLocation - center;
startPos = owner.HomeLocation + spawnVec * Exts.ISqrt((bounds.Height * bounds.Height + bounds.Width * bounds.Width) / (4 * spawnVec.LengthSquared));
endPos = startPos;
var spawnDirection = new WVec((self.Location - startPos).X, (self.Location - startPos).Y, 0);
spawnFacing = spawnDirection.Yaw;
}
else
{
// Start a fixed distance away: the width of the map.
// This makes the production timing independent of spawnpoint
var loc = self.Location.ToMPos(map);
startPos = new MPos(loc.U + map.Bounds.Width, loc.V).ToCPos(map);
endPos = new MPos(map.Bounds.Left, loc.V).ToCPos(map);
spawnFacing = info.Facing;
}
// Assume a single exit point for simplicity
var exit = self.Info.TraitInfos<ExitInfo>().First();
foreach (var tower in self.TraitsImplementing<INotifyDelivery>())
tower.IncomingDelivery(self);
owner.World.AddFrameEndTask(w =>
{
if (!self.IsInWorld || self.IsDead)
{
owner.PlayerActor.Trait<PlayerResources>().GiveCash(refundableValue);
return;
}
var actor = w.CreateActor(info.ActorType, new TypeDictionary
{
new CenterPositionInit(w.Map.CenterOfCell(startPos) + new WVec(WDist.Zero, WDist.Zero, aircraftInfo.CruiseAltitude)),
new OwnerInit(owner),
new FacingInit(spawnFacing)
});
var exitCell = self.Location + exit.ExitCell;
actor.QueueActivity(new Land(actor, Target.FromActor(self), WDist.Zero, info.LandOffset, info.Facing, clearCells: new CPos[1] { exitCell }));
if (info.WaitTickBeforeProduce > 0)
actor.QueueActivity(new Wait(info.WaitTickBeforeProduce));
actor.QueueActivity(new CallFunc(() =>
{
if (!self.IsInWorld || self.IsDead)
{
owner.PlayerActor.Trait<PlayerResources>().GiveCash(refundableValue);
return;
}
foreach (var cargo in self.TraitsImplementing<INotifyDelivery>())
cargo.Delivered(self);
self.World.AddFrameEndTask(ww => DoProduction(self, producee, exit, productionType, inits));
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", info.ReadyAudio, self.Owner.Faction.InternalName);
TextNotificationsManager.AddTransientLine(self.Owner, info.ReadyTextNotification);
}));
if (info.WaitTickAfterProduce > 0)
actor.QueueActivity(new Wait(info.WaitTickAfterProduce));
actor.QueueActivity(new FlyOffMap(actor, Target.FromCell(w, endPos)));
actor.QueueActivity(new RemoveSelf());
});
return true;
}
}
}