Files
OpenRA/OpenRA.Mods.Cnc/Traits/TransformsNearResources.cs
2022-05-28 00:35:10 -05:00

102 lines
2.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 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 OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
[Desc("Replace with another actor when a resource spawns adjacent.")]
public class TransformsNearResourcesInfo : TraitInfo
{
[FieldLoader.Require]
[ActorReference]
public readonly string IntoActor = null;
public readonly CVec Offset = CVec.Zero;
[Desc("Don't render the make animation.")]
public readonly bool SkipMakeAnims = false;
[FieldLoader.Require]
[Desc("Resource type which triggers the transformation.")]
public readonly string Type = null;
[Desc("Resource density threshold which is required.")]
public readonly int Density = 1;
[Desc("This many adjacent resource tiles are required.")]
public readonly int Adjacency = 1;
[Desc("The range of time (in ticks) until the transformation starts.")]
public readonly int[] Delay = { 1000, 3000 };
public override object Create(ActorInitializer init) { return new TransformsNearResources(init.Self, this); }
}
public class TransformsNearResources : ITick
{
readonly TransformsNearResourcesInfo info;
readonly IResourceLayer resourceLayer;
int delay;
public TransformsNearResources(Actor self, TransformsNearResourcesInfo info)
{
resourceLayer = self.World.WorldActor.Trait<IResourceLayer>();
delay = Common.Util.RandomInRange(self.World.SharedRandom, info.Delay);
this.info = info;
}
void ITick.Tick(Actor self)
{
if (delay < 0)
return;
var adjacent = 0;
foreach (var direction in CVec.Directions)
{
var location = self.Location + direction;
var resource = resourceLayer.GetResource(location);
if (resource.Type == null || resource.Type != info.Type)
continue;
if (resource.Density < info.Density)
continue;
if (++adjacent < info.Adjacency)
continue;
delay--;
break;
}
if (delay < 0)
Transform(self);
}
void Transform(Actor self)
{
var transform = new Transform(info.IntoActor);
var facing = self.TraitOrDefault<IFacing>();
if (facing != null)
transform.Facing = facing.Facing;
transform.SkipMakeAnims = info.SkipMakeAnims;
transform.Offset = info.Offset;
self.QueueActivity(false, transform);
}
}
}