Files
OpenRA/OpenRA.Mods.Common/Traits/SpawnActorsOnSell.cs
2021-03-08 18:11:25 +01:00

104 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("Spawn new actors when sold.")]
public class SpawnActorsOnSellInfo : ConditionalTraitInfo
{
public readonly int ValuePercent = 40;
public readonly int MinHpPercent = 30;
[ActorReference]
[FieldLoader.Require]
[Desc("Actor types to spawn on sell. Be sure to use lowercase.")]
public readonly string[] ActorTypes = null;
[Desc("Spawns actors only if the selling player's faction is in this list. " +
"Leave empty to allow all factions by default.")]
public readonly HashSet<string> Factions = new HashSet<string>();
public override object Create(ActorInitializer init) { return new SpawnActorsOnSell(init.Self, this); }
}
public class SpawnActorsOnSell : ConditionalTrait<SpawnActorsOnSellInfo>, INotifySold
{
readonly bool correctFaction;
public SpawnActorsOnSell(Actor self, SpawnActorsOnSellInfo info)
: base(info)
{
var factionsList = info.Factions;
correctFaction = factionsList.Count == 0 || factionsList.Contains(self.Owner.Faction.InternalName);
}
void INotifySold.Selling(Actor self) { }
void Emit(Actor self)
{
if (IsTraitDisabled || !correctFaction)
return;
var buildingInfo = self.Info.TraitInfoOrDefault<BuildingInfo>();
if (buildingInfo == null)
return;
var csv = self.Info.TraitInfoOrDefault<CustomSellValueInfo>();
var valued = self.Info.TraitInfoOrDefault<ValuedInfo>();
var cost = csv?.Value ?? valued?.Cost ?? 0;
var health = self.TraitOrDefault<IHealth>();
var dudesValue = Info.ValuePercent * cost / 100;
if (health != null)
{
// Cast to long to avoid overflow when multiplying by the health
if (100L * health.HP >= Info.MinHpPercent * (long)health.MaxHP)
dudesValue = (int)((long)health.HP * dudesValue / health.MaxHP);
else
dudesValue = 0;
}
var eligibleLocations = buildingInfo.Tiles(self.Location).ToList();
var actorTypes = Info.ActorTypes.Select(a =>
{
var av = self.World.Map.Rules.Actors[a].TraitInfoOrDefault<ValuedInfo>();
return new
{
Name = a,
Cost = av?.Cost ?? 0
};
}).ToList();
while (eligibleLocations.Count > 0 && actorTypes.Any(a => a.Cost <= dudesValue))
{
var at = actorTypes.Where(a => a.Cost <= dudesValue).Random(self.World.SharedRandom);
var loc = eligibleLocations.Random(self.World.SharedRandom);
eligibleLocations.Remove(loc);
dudesValue -= at.Cost;
self.World.AddFrameEndTask(w => w.CreateActor(at.Name, new TypeDictionary
{
new LocationInit(loc),
new OwnerInit(self.Owner),
}));
}
}
void INotifySold.Sold(Actor self) { Emit(self); }
}
}