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

169 lines
5.8 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;
using System.Collections.Generic;
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 paradrop.")]
public class ProductionParadropInfo : ProductionInfo, Requires<ExitInfo>
{
[ActorReference(typeof(AircraftInfo))]
[Desc("Cargo aircraft used. Must have Aircraft trait.")]
public readonly string ActorType = "badr";
[Desc("Sound to play when dropping the unit.")]
public readonly string ChuteSound = null;
[NotificationReference("Speech")]
[Desc("Speech notification to play when dropping the unit.")]
public readonly string ReadyAudio = null;
[FluentReference(optional: true)]
[Desc("Text notification to display when dropping the unit.")]
public readonly string ReadyTextNotification = null;
public override object Create(ActorInitializer init) { return new ProductionParadrop(init, this); }
}
sealed class ProductionParadrop : Production
{
readonly Lazy<RallyPoint> rp;
public ProductionParadrop(ActorInitializer init, ProductionParadropInfo info)
: base(init, info)
{
rp = Exts.Lazy(() => init.Self.IsDead ? null : init.Self.TraitOrDefault<RallyPoint>());
}
public override bool Produce(Actor self, ActorInfo producee, string productionType, TypeDictionary inits, int refundableValue)
{
if (IsTraitDisabled || IsTraitPaused)
return false;
var owner = self.Owner;
var exit = SelectExit(self, producee, productionType);
// Start a fixed distance away: the width of the map.
// This makes the production timing independent of spawnpoint
var dropPos = exit != null ? self.Location + exit.Info.ExitCell : self.Location;
var startPos = dropPos + new CVec(owner.World.Map.Bounds.Width, 0);
var endPos = new CPos(owner.World.Map.Bounds.Left - 5, dropPos.Y);
foreach (var notify in self.TraitsImplementing<INotifyDelivery>())
notify.IncomingDelivery(self);
var info = (ProductionParadropInfo)Info;
var actorType = info.ActorType;
owner.World.AddFrameEndTask(w =>
{
if (!self.IsInWorld || self.IsDead)
{
owner.PlayerActor.Trait<PlayerResources>().GiveCash(refundableValue);
return;
}
var altitude = self.World.Map.Rules.Actors[actorType].TraitInfo<AircraftInfo>().CruiseAltitude;
var actor = w.CreateActor(actorType, new TypeDictionary
{
new CenterPositionInit(w.Map.CenterOfCell(startPos) + new WVec(WDist.Zero, WDist.Zero, altitude)),
new OwnerInit(owner),
new FacingInit(new WAngle(256)),
});
actor.QueueActivity(new Fly(actor, Target.FromCell(w, dropPos)));
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?.Info, productionType, inits));
Game.Sound.Play(SoundType.World, info.ChuteSound, self.CenterPosition);
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", info.ReadyAudio, self.Owner.Faction.InternalName);
TextNotificationsManager.AddTransientLine(self.Owner, info.ReadyTextNotification);
}));
actor.QueueActivity(new Fly(actor, Target.FromCell(w, endPos)));
actor.QueueActivity(new RemoveSelf());
});
return true;
}
public override void DoProduction(Actor self, ActorInfo producee, ExitInfo exitinfo, string productionType, TypeDictionary inits)
{
var exit = CPos.Zero;
var exitLocations = new List<CPos>();
var info = (ProductionParadropInfo)Info;
var actorType = info.ActorType;
var altitude = self.World.Map.Rules.Actors[actorType].TraitInfo<AircraftInfo>().CruiseAltitude;
// Clone the initializer dictionary for the new actor
var td = new TypeDictionary();
foreach (var init in inits)
td.Add(init);
if (self.OccupiesSpace != null)
{
exit = self.Location;
if (exitinfo != null)
exit += exitinfo.ExitCell;
var spawn = self.World.Map.CenterOfCell(exit) + new WVec(WDist.Zero, WDist.Zero, altitude);
var to = self.World.Map.CenterOfCell(exit);
var initialFacing = (exitinfo != null && exitinfo.Facing.HasValue) ? exitinfo.Facing.Value : (to - spawn).Yaw;
exitLocations = rp.Value != null && rp.Value.Path.Count > 0 ? rp.Value.Path : new List<CPos> { exit };
td.Add(new LocationInit(exit));
td.Add(new CenterPositionInit(spawn));
td.Add(new FacingInit(initialFacing));
td.Add(new CreationActivityDelayInit(exitinfo == null ? 0 : exitinfo.ExitDelay));
}
self.World.AddFrameEndTask(w =>
{
var newUnit = self.World.CreateActor(producee.Name, td);
newUnit.Trait<Parachutable>().IgnoreActor = self;
var move = newUnit.TraitOrDefault<IMove>();
if (move != null)
foreach (var cell in exitLocations)
newUnit.QueueActivity(new AttackMoveActivity(newUnit, () => move.MoveTo(cell, 1, evaluateNearestMovableCell: true, targetLineColor: Color.OrangeRed)));
if (!self.IsDead)
foreach (var t in self.TraitsImplementing<INotifyProduction>())
t.UnitProduced(self, newUnit, exit);
var notifyOthers = self.World.ActorsWithTrait<INotifyOtherProduction>();
foreach (var notify in notifyOthers)
notify.Trait.UnitProducedByOther(notify.Actor, self, newUnit, productionType, td);
});
}
}
}