95 lines
3.2 KiB
C#
95 lines
3.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...")]
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public class ExitInfo : ConditionalTraitInfo, Requires<IOccupySpaceInfo>
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{
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[Desc("Offset at which that the exiting actor is spawned relative to the center of the producing actor.")]
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public readonly WVec SpawnOffset = WVec.Zero;
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[Desc("Cell offset where the exiting actor enters the ActorMap relative to the topleft cell of the producing actor.")]
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public readonly CVec ExitCell = CVec.Zero;
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public readonly WAngle? Facing = null;
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[Desc("Type tags on this exit.")]
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public readonly HashSet<string> ProductionTypes = new HashSet<string>();
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[Desc("Number of ticks to wait before moving into the world.")]
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public readonly int ExitDelay = 0;
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[Desc("Exits with larger priorities will be used before lower priorities.")]
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public readonly int Priority = 1;
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public override object Create(ActorInitializer init) { return new Exit(init, this); }
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}
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public class Exit : ConditionalTrait<ExitInfo>
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{
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public Exit(ActorInitializer init, ExitInfo info)
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: base(info) { }
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}
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public static class ExitExts
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{
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public static Exit NearestExitOrDefault(this Actor actor, WPos pos, string productionType = null, Func<Exit, bool> p = null)
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{
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// The .ToList() is required to work around a bug/unexpected behaviour in mono, where
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// the ThenBy clause makes the FirstOrDefault behave differently than under .NET.
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// This is important because p may have side-effects that trigger a desync if not
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// called on the same exits in the same order!
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var all = Exits(actor, productionType)
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.OrderByDescending(e => e.Info.Priority)
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.ThenBy(e => (actor.World.Map.CenterOfCell(actor.Location + e.Info.ExitCell) - pos).LengthSquared)
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.ToList();
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return p != null ? all.FirstOrDefault(p) : all.FirstOrDefault();
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}
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public static IEnumerable<Exit> Exits(this Actor actor, string productionType = null)
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{
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var all = actor.TraitsImplementing<Exit>()
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.Where(Exts.IsTraitEnabled);
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if (string.IsNullOrEmpty(productionType))
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return all;
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return all.Where(e => e.Info.ProductionTypes.Count == 0 || e.Info.ProductionTypes.Contains(productionType));
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}
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public static Exit RandomExitOrDefault(this Actor actor, World world, string productionType, Func<Exit, bool> p = null)
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{
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var allOfType = Exits(actor, productionType);
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if (!allOfType.Any())
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return null;
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foreach (var g in allOfType.GroupBy(e => e.Info.Priority))
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{
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var shuffled = g.Shuffle(world.SharedRandom);
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if (p == null)
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return shuffled.First();
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var valid = shuffled.FirstOrDefault(p);
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if (valid != null)
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return valid;
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}
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return null;
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}
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}
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}
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