Files
OpenRA/OpenRA.Mods.Cnc/Activities/LayMines.cs
2019-07-03 20:42:19 +02:00

112 lines
3.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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, 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.Cnc.Traits;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Activities
{
// Assumes you have Minelayer on that unit
public class LayMines : Activity
{
readonly MinelayerInfo info;
readonly AmmoPool[] ammoPools;
readonly IMove movement;
readonly RearmableInfo rearmableInfo;
readonly CPos[] minefield;
public LayMines(Actor self, CPos[] minefield)
{
info = self.Info.TraitInfo<MinelayerInfo>();
ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
movement = self.Trait<IMove>();
rearmableInfo = self.Info.TraitInfoOrDefault<RearmableInfo>();
this.minefield = minefield;
}
public override bool Tick(Actor self)
{
if (IsCanceling)
return true;
if (rearmableInfo != null && ammoPools.Any(p => p.Info.Name == info.AmmoPoolName && !p.HasAmmo()))
{
// Rearm (and possibly repair) at rearm building, then back out here to refill the minefield some more
var rearmTarget = self.World.Actors.Where(a => self.Owner.Stances[a.Owner] == Stance.Ally
&& rearmableInfo.RearmActors.Contains(a.Info.Name))
.ClosestTo(self);
if (rearmTarget == null)
return true;
// Add a CloseEnough range of 512 to the Rearm/Repair activities in order to ensure that we're at the host actor
QueueChild(new MoveAdjacentTo(self, Target.FromActor(rearmTarget)));
QueueChild(movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget));
QueueChild(new Resupply(self, rearmTarget, new WDist(512)));
return false;
}
if ((minefield == null || minefield.Contains(self.Location)) && ShouldLayMine(self, self.Location))
{
LayMine(self);
QueueChild(new Wait(20)); // A little wait after placing each mine, for show
return false;
}
if (minefield != null && minefield.Length > 0)
{
// Don't get stuck forever here
for (var n = 0; n < 20; n++)
{
var p = minefield.Random(self.World.SharedRandom);
if (ShouldLayMine(self, p))
{
QueueChild(movement.MoveTo(p, 0));
return false;
}
}
}
// TODO: Return somewhere likely to be safe (near rearm building) so we're not sitting out in the minefield.
return true;
}
static bool ShouldLayMine(Actor self, CPos p)
{
// If there is no unit (other than me) here, we want to place a mine here
return self.World.ActorMap.GetActorsAt(p).All(a => a == self);
}
void LayMine(Actor self)
{
if (ammoPools != null)
{
var pool = ammoPools.FirstOrDefault(x => x.Info.Name == info.AmmoPoolName);
if (pool == null)
return;
pool.TakeAmmo(self, 1);
}
self.World.AddFrameEndTask(
w => w.CreateActor(info.Mine, new TypeDictionary
{
new LocationInit(self.Location),
new OwnerInit(self.Owner),
}));
}
}
}