Files
OpenRA/OpenRA.Mods.RA/Scripting/Global/ReinforcementsGlobal.cs
2015-01-04 05:24:28 +01:00

183 lines
6.0 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 Eluant;
using OpenRA;
using OpenRA.Activities;
using OpenRA.Effects;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Traits;
using OpenRA.Primitives;
using OpenRA.Scripting;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Scripting
{
[ScriptGlobal("Reinforcements")]
public class ReinforcementsGlobal : ScriptGlobal
{
public ReinforcementsGlobal(ScriptContext context) : base(context) { }
Actor CreateActor(Player owner, string actorType, bool addToWorld, CPos? entryLocation = null, CPos? nextLocation = null)
{
ActorInfo ai;
if (!context.World.Map.Rules.Actors.TryGetValue(actorType, out ai))
throw new LuaException("Unknown actor type '{0}'".F(actorType));
var initDict = new TypeDictionary();
initDict.Add(new OwnerInit(owner));
if (entryLocation.HasValue)
{
var pi = ai.Traits.GetOrDefault<AircraftInfo>();
initDict.Add(new CenterPositionInit(owner.World.Map.CenterOfCell(entryLocation.Value) + new WVec(0, 0, pi != null ? pi.CruiseAltitude.Range : 0)));
initDict.Add(new LocationInit(entryLocation.Value));
}
if (entryLocation.HasValue && nextLocation.HasValue)
initDict.Add(new FacingInit(context.World.Map.FacingBetween(CPos.Zero, CPos.Zero + (nextLocation.Value - entryLocation.Value), 0)));
var actor = context.World.CreateActor(addToWorld, actorType, initDict);
return actor;
}
void Move(Actor actor, CPos dest)
{
var move = actor.TraitOrDefault<IMove>();
if (move == null)
return;
actor.QueueActivity(move.MoveTo(dest, 2));
}
[Desc("Send reinforcements consisting of multiple units. Supports ground-based, naval and air units. " +
"The first member of the entryPath array will be the units' spawnpoint, " +
"while the last one will be their destination. If actionFunc is given, " +
"it will be executed once a unit has reached its destination. actionFunc " +
"will be called as actionFunc(Actor actor)")]
public Actor[] Reinforce(Player owner, string[] actorTypes, CPos[] entryPath, int interval = 25, LuaFunction actionFunc = null)
{
var actors = new List<Actor>();
for (var i = 0; i < actorTypes.Length; i++)
{
var af = actionFunc != null ? actionFunc.CopyReference() as LuaFunction : null;
var actor = CreateActor(owner, actorTypes[i], false, entryPath[0], entryPath.Length > 1 ? entryPath[1] : (CPos?)null);
actors.Add(actor);
var actionDelay = i * interval;
Action actorAction = () =>
{
context.World.Add(actor);
for (var j = 1; j < entryPath.Length; j++)
Move(actor, entryPath[j]);
if (af != null)
{
actor.QueueActivity(new CallFunc(() =>
{
af.Call(actor.ToLuaValue(context));
af.Dispose();
}));
}
};
context.World.AddFrameEndTask(w => w.Add(new DelayedAction(actionDelay, actorAction)));
}
return actors.ToArray();
}
[Desc("Send reinforcements in a transport. A transport can be a ground unit (APC etc.), ships and aircraft. " +
"The first member of the entryPath array will be the spawnpoint for the transport, " +
"while the last one will be its destination. The last member of the exitPath array " +
"is be the place where the transport will be removed from the game. When the transport " +
"has reached the destination, it will unload its cargo unless a custom actionFunc has " +
"been supplied. Afterwards, the transport will follow the exitPath and leave the map, " +
"unless a custom exitFunc has been supplied. actionFunc will be called as " +
"actionFunc(Actor transport, Actor[] cargo). exitFunc will be called as exitFunc(Actor transport).")]
public LuaTable ReinforceWithTransport(Player owner, string actorType, string[] cargoTypes, CPos[] entryPath, CPos[] exitPath = null,
LuaFunction actionFunc = null, LuaFunction exitFunc = null)
{
var transport = CreateActor(owner, actorType, true, entryPath[0], entryPath.Length > 1 ? entryPath[1] : (CPos?)null);
var cargo = transport.TraitOrDefault<Cargo>();
var passengers = new List<Actor>();
if (cargo != null && cargoTypes != null)
{
foreach (var cargoType in cargoTypes)
{
var passenger = CreateActor(owner, cargoType, false, entryPath[0]);
passengers.Add(passenger);
cargo.Load(transport, passenger);
}
}
for (var i = 1; i < entryPath.Length; i++)
Move(transport, entryPath[i]);
if (actionFunc != null)
{
var af = actionFunc.CopyReference() as LuaFunction;
transport.QueueActivity(new CallFunc(() =>
{
af.Call(transport.ToLuaValue(context), passengers.ToArray().ToLuaValue(context));
af.Dispose();
}));
}
else
{
var heli = transport.TraitOrDefault<Helicopter>();
if (heli != null)
{
transport.QueueActivity(new Turn(transport, heli.Info.InitialFacing));
transport.QueueActivity(new HeliLand(true));
transport.QueueActivity(new Wait(15));
}
if (cargo != null)
{
transport.QueueActivity(new UnloadCargo(transport, true));
transport.QueueActivity(new WaitFor(() => cargo.IsEmpty(transport)));
}
transport.QueueActivity(new Wait(heli != null ? 50 : 25));
}
if (exitFunc != null)
{
var ef = exitFunc.CopyReference() as LuaFunction;
transport.QueueActivity(new CallFunc(() =>
{
ef.Call(transport.ToLuaValue(context));
ef.Dispose();
}));
}
else if (exitPath != null)
{
foreach (var wpt in exitPath)
Move(transport, wpt);
transport.QueueActivity(new RemoveSelf());
}
var ret = context.CreateTable();
ret.Add(1, transport.ToLuaValue(context));
ret.Add(2, passengers.ToArray().ToLuaValue(context));
return ret;
}
}
}