Files
OpenRA/OpenRA.Mods.RA/Activities/LayMines.cs
reaperrr 2f69711341 Rename ActorMap *UnitsAt* occurences to *ActorsAt*
These enumerate actors in general, not just mobile actors (which the term 'unit' usually refers to).
2015-10-16 00:07:06 +02:00

110 lines
3.1 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.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Activities
{
// Assumes you have Minelayer on that unit
public class LayMines : Activity
{
readonly Minelayer minelayer;
readonly MinelayerInfo info;
readonly AmmoPool[] ammoPools;
readonly IMove movement;
readonly HashSet<string> rearmBuildings;
public LayMines(Actor self)
{
minelayer = self.TraitOrDefault<Minelayer>();
info = self.Info.TraitInfo<MinelayerInfo>();
ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
movement = self.Trait<IMove>();
rearmBuildings = info.RearmBuildings;
}
public override Activity Tick(Actor self)
{
if (IsCanceled)
return NextActivity;
if (ammoPools != 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
&& rearmBuildings.Contains(a.Info.Name))
.ClosestTo(self);
if (rearmTarget == null)
return new Wait(20);
return Util.SequenceActivities(
new MoveAdjacentTo(self, Target.FromActor(rearmTarget)),
movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget),
new Rearm(self),
new Repair(rearmTarget),
this);
}
if (minelayer.Minefield.Contains(self.Location) && ShouldLayMine(self, self.Location))
{
LayMine(self);
return Util.SequenceActivities(new Wait(20), this); // A little wait after placing each mine, for show
}
if (minelayer.Minefield.Length > 0)
{
// Don't get stuck forever here
for (var n = 0; n < 20; n++)
{
var p = minelayer.Minefield.Random(self.World.SharedRandom);
if (ShouldLayMine(self, p))
return Util.SequenceActivities(movement.MoveTo(p, 0), this);
}
}
// TODO: Return somewhere likely to be safe (near rearm building) so we're not sitting out in the minefield.
return new Wait(20); // nothing to do here
}
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.World.AddFrameEndTask(
w => w.CreateActor(info.Mine, new TypeDictionary
{
new LocationInit(self.Location),
new OwnerInit(self.Owner),
}));
}
}
}