Files
OpenRA/OpenRA.Mods.Common/Traits/World/ActorSpawnManager.cs

119 lines
3.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.Collections.Generic;
using System.Linq;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Controls the spawning of specified actor types. Attach this to the world actor.")]
public class ActorSpawnManagerInfo : ConditionalTraitInfo, Requires<MapCreepsInfo>
{
[Desc("Minimum number of actors.")]
public readonly int Minimum = 0;
[Desc("Maximum number of actors.")]
public readonly int Maximum = 4;
[Desc("Time (in ticks) between actor spawn.")]
public readonly int SpawnInterval = 6000;
[FieldLoader.Require]
[ActorReference]
[Desc("Name of the actor that will be randomly picked to spawn.")]
public readonly string[] Actors = { };
public readonly string Owner = "Creeps";
[Desc("Type of ActorSpawner with which it connects.")]
public readonly HashSet<string> Types = new HashSet<string>() { };
public override object Create(ActorInitializer init) { return new ActorSpawnManager(init.Self, this); }
}
public class ActorSpawnManager : ConditionalTrait<ActorSpawnManagerInfo>, ITick
{
readonly ActorSpawnManagerInfo info;
bool enabled;
int spawnCountdown;
int actorsPresent;
public ActorSpawnManager(Actor self, ActorSpawnManagerInfo info)
: base(info)
{
this.info = info;
}
protected override void Created(Actor self)
{
enabled = self.Trait<MapCreeps>().Enabled;
base.Created(self);
}
void ITick.Tick(Actor self)
{
if (IsTraitDisabled || !enabled)
return;
if (info.Maximum < 1 || actorsPresent >= info.Maximum)
return;
if (--spawnCountdown > 0 && actorsPresent >= info.Minimum)
return;
var spawnPoint = GetRandomSpawnPoint(self.World, self.World.SharedRandom);
if (spawnPoint == null)
return;
spawnCountdown = info.SpawnInterval;
do
{
// Always spawn at least one actor, plus
// however many needed to reach the minimum.
SpawnActor(self, spawnPoint);
}
while (actorsPresent < info.Minimum);
}
WPos SpawnActor(Actor self, Actor spawnPoint)
{
self.World.AddFrameEndTask(w => w.CreateActor(info.Actors.Random(self.World.SharedRandom), new TypeDictionary
{
new OwnerInit(w.Players.First(x => x.PlayerName == info.Owner)),
new LocationInit(spawnPoint.Location)
}));
actorsPresent++;
return spawnPoint.CenterPosition;
}
Actor GetRandomSpawnPoint(World world, Support.MersenneTwister random)
{
var spawnPointActors = world.ActorsWithTrait<ActorSpawner>()
.Where(x => !x.Trait.IsTraitDisabled && (info.Types.Overlaps(x.Trait.Types) || !x.Trait.Types.Any()))
.ToArray();
return spawnPointActors.Any() ? spawnPointActors.Random(random).Actor : null;
}
public void DecreaseActorCount()
{
actorsPresent--;
}
}
}