Files
OpenRA/OpenRA.Mods.D2k/Traits/AutoCarryall.cs
2015-01-04 05:24:28 +01:00

177 lines
4.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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.Graphics;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.D2k.Activities;
using OpenRA.Mods.RA;
using OpenRA.Mods.RA.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.D2k.Traits
{
[Desc("Automatically transports harvesters with the Carryable trait between resource fields and refineries")]
public class AutoCarryallInfo : ITraitInfo, Requires<IBodyOrientationInfo>
{
public object Create(ActorInitializer init) { return new AutoCarryall(init.self, this); }
}
public class AutoCarryall : INotifyBecomingIdle, INotifyKilled, ISync, IRender
{
readonly Actor self;
readonly WRange carryHeight;
// The actor we are currently carrying.
[Sync] Actor carrying;
// TODO: Use ActorPreviews so that this can support actors with multiple sprites
Animation anim;
public bool Busy { get; internal set; }
public AutoCarryall(Actor self, AutoCarryallInfo info)
{
this.self = self;
carryHeight = self.Trait<Helicopter>().Info.LandAltitude;
}
public void OnBecomingIdle(Actor self)
{
FindCarryableForTransport();
if (!Busy)
self.QueueActivity(new HeliFlyCircle(self));
}
// A carryable notifying us that he'd like to be carried
public bool RequestTransportNotify(Actor carryable)
{
if (Busy)
return false;
if (ReserveCarryable(carryable))
{
self.QueueActivity(false, new CarryUnit(self, carryable));
return true;
}
return false;
}
void FindCarryableForTransport()
{
// get all carryables who want transport
var carryables = self.World.ActorsWithTrait<Carryable>()
.Where(p =>
{
var actor = p.Actor;
if (actor == null)
return false;
if (actor.Owner != self.Owner)
return false;
if (actor.IsDead)
return false;
var trait = p.Trait;
if (trait.Reserved)
return false;
if (!trait.WantsTransport)
return false;
return true;
})
.OrderBy(p => (self.Location - p.Actor.Location).LengthSquared);
foreach (var p in carryables)
{
// Check if its actually me who's the best candidate
if (p.Trait.GetClosestIdleCarrier() == self && ReserveCarryable(p.Actor))
{
self.QueueActivity(false, new CarryUnit(self, p.Actor));
break;
}
}
}
// Reserve the carryable so its ours exclusively
public bool ReserveCarryable(Actor carryable)
{
if (carryable.Trait<Carryable>().Reserve(self))
{
carrying = carryable;
Busy = true;
return true;
}
return false;
}
// Unreserve the carryable
public void UnreserveCarryable()
{
if (carrying != null)
{
if (carrying.IsInWorld && !carrying.IsDead)
carrying.Trait<Carryable>().UnReserve(self);
carrying = null;
}
Busy = false;
}
// INotifyKilled
public void Killed(Actor self, AttackInfo e)
{
if (carrying != null)
{
carrying.Kill(e.Attacker);
carrying = null;
}
UnreserveCarryable();
}
// Called when carryable is inside.
public void AttachCarryable(Actor carryable)
{
// Create a new animation for our carryable unit
anim = new Animation(self.World, RenderSprites.GetImage(carryable.Info), RenderSprites.MakeFacingFunc(self));
anim.PlayRepeating("idle");
anim.IsDecoration = true;
}
// Called when released
public void CarryableReleased()
{
anim = null;
}
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
{
// Render the carryable below us TODO: Implement RenderSprites trait
if (anim != null && !self.World.FogObscures(self))
{
anim.Tick();
var renderables = anim.Render(self.CenterPosition + new WVec(0, 0, -carryHeight.Range), wr.Palette("player" + carrying.Owner.InternalName));
foreach (var rr in renderables)
yield return rr;
}
}
}
}