53 lines
1.8 KiB
C#
53 lines
1.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRA.GameRules;
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namespace OpenRA.Traits.AI
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{
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class EmitInfantryOnSellInfo : TraitInfo<EmitInfantryOnSell>
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{
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public readonly float ValueFraction = .4f;
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public readonly float MinHpFraction = .3f;
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public readonly string[] ActorTypes = { "e1" }; // todo: cN as well
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}
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class EmitInfantryOnSell : INotifySold, INotifyDamage
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{
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public void Selling(Actor self) { }
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void Emit(Actor self)
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{
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var info = self.Info.Traits.Get<EmitInfantryOnSellInfo>();
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var csv = self.Info.Traits.GetOrDefault<CustomSellValueInfo>();
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var cost = csv != null ? csv.Value : self.Info.Traits.Get<BuildableInfo>().Cost;
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var hp = self.Info.Traits.Get<OwnedActorInfo>().HP;
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var hpFraction = Math.Max(info.MinHpFraction, hp / self.GetMaxHP());
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var dudesValue = (int)(hpFraction * info.ValueFraction * cost);
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var eligibleLocations = Footprint.Tiles(self).ToList();
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// todo: fix this for unbuildables in ActorTypes, like civilians.
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var actorTypes = info.ActorTypes.Select(a => new { Name = a, Cost = Rules.Info[a].Traits.Get<BuildableInfo>().Cost }).ToArray();
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while (eligibleLocations.Count > 0 && actorTypes.Any(a => a.Cost <= dudesValue))
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{
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var at = actorTypes.Where(a => a.Cost <= dudesValue).Random(self.World.SharedRandom);
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var loc = eligibleLocations.Random(self.World.SharedRandom);
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eligibleLocations.Remove(loc);
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dudesValue -= at.Cost;
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self.World.AddFrameEndTask(w => w.CreateActor(at.Name, loc, self.Owner));
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}
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}
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public void Sold(Actor self) { Emit(self); }
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.DamageStateChanged && e.DamageState == DamageState.Dead)
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Emit(self);
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}
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}
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}
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