Files
OpenRA/OpenRA.Mods.Common/Activities/DeliverUnit.cs
2019-06-07 22:18:33 +01:00

174 lines
5.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class DeliverUnit : Activity
{
readonly Actor self;
readonly Carryall carryall;
readonly BodyOrientation body;
Target destination;
public DeliverUnit(Actor self, CPos destination)
: this(self, Target.FromCell(self.World, destination)) { }
public DeliverUnit(Actor self)
: this(self, Target.Invalid) { }
DeliverUnit(Actor self, Target destination)
{
this.self = self;
this.destination = destination;
carryall = self.Trait<Carryall>();
body = self.Trait<BodyOrientation>();
}
Target FindDropLocation(Target requested, WDist maxSearchDistance)
{
var positionable = carryall.Carryable.Trait<IPositionable>();
var centerPosition = requested.CenterPosition;
var targetCell = self.World.Map.CellContaining(centerPosition);
// The easy case
if (positionable.CanEnterCell(targetCell, self))
return requested;
var cellRange = (maxSearchDistance.Length + 1023) / 1024;
foreach (var c in self.World.Map.FindTilesInCircle(targetCell, cellRange))
{
if (!positionable.CanEnterCell(c, self))
continue;
var delta = self.World.Map.CenterOfCell(c) - centerPosition;
if (delta.LengthSquared < maxSearchDistance.LengthSquared)
return Target.FromCell(self.World, c);
}
return Target.Invalid;
}
public override Activity Tick(Actor self)
{
if (ChildActivity != null)
{
ChildActivity = ActivityUtils.RunActivity(self, ChildActivity);
if (ChildActivity != null)
return this;
}
if (IsCanceling || carryall.State != Carryall.CarryallState.Carrying || carryall.Carryable.IsDead)
return NextActivity;
// Drop the actor at the current position
if (destination.Type == TargetType.Invalid)
destination = Target.FromCell(self.World, self.Location);
var target = FindDropLocation(destination, carryall.Info.DropRange);
// Can't land, so wait at the target until something changes
if (target.Type == TargetType.Invalid)
{
QueueChild(self, new Fly(self, destination), true);
QueueChild(self, new Wait(25));
return this;
}
// Move to drop-off location
var localOffset = carryall.CarryableOffset.Rotate(body.QuantizeOrientation(self, self.Orientation));
var carryablePosition = self.CenterPosition + body.LocalToWorld(localOffset);
if ((carryablePosition - target.CenterPosition).HorizontalLengthSquared != 0)
{
// For non-zero offsets the drop position depends on the carryall facing
// We therefore need to predict/correct for the facing *at the drop point*
if (carryall.CarryableOffset.HorizontalLengthSquared != 0)
{
var dropFacing = (target.CenterPosition - self.CenterPosition).Yaw.Facing;
localOffset = carryall.CarryableOffset.Rotate(body.QuantizeOrientation(self, WRot.FromFacing(dropFacing)));
QueueChild(self, new Fly(self, Target.FromPos(target.CenterPosition - body.LocalToWorld(localOffset))), true);
QueueChild(self, new Turn(self, dropFacing));
return this;
}
QueueChild(self, new Fly(self, target), true);
return this;
}
// Make sure that the carried actor is on the ground before releasing it
if (self.World.Map.DistanceAboveTerrain(carryablePosition) != WDist.Zero)
QueueChild(self, new Land(self), true);
// Pause briefly before releasing for visual effect
if (carryall.Info.UnloadingDelay > 0)
QueueChild(self, new Wait(carryall.Info.UnloadingDelay, false), true);
// Release carried actor
QueueChild(self, new ReleaseUnit(self));
QueueChild(self, new Fly(self, Target.FromPos(self.CenterPosition)));
return this;
}
class ReleaseUnit : Activity
{
readonly Carryall carryall;
readonly BodyOrientation body;
readonly IFacing facing;
public ReleaseUnit(Actor self)
{
facing = self.Trait<IFacing>();
carryall = self.Trait<Carryall>();
body = self.Trait<BodyOrientation>();
}
protected override void OnFirstRun(Actor self)
{
self.Trait<Aircraft>().RemoveInfluence();
var localOffset = carryall.CarryableOffset.Rotate(body.QuantizeOrientation(self, self.Orientation));
var targetPosition = self.CenterPosition + body.LocalToWorld(localOffset);
var targetLocation = self.World.Map.CellContaining(targetPosition);
carryall.Carryable.Trait<IPositionable>().SetPosition(carryall.Carryable, targetLocation, SubCell.FullCell);
// HACK: directly manipulate the turret facings to match the new orientation
// This can eventually go away, when we make turret facings relative to the body
var carryableFacing = carryall.Carryable.Trait<IFacing>();
var facingDelta = facing.Facing - carryableFacing.Facing;
foreach (var t in carryall.Carryable.TraitsImplementing<Turreted>())
t.TurretFacing += facingDelta;
carryableFacing.Facing = facing.Facing;
// Put back into world
self.World.AddFrameEndTask(w =>
{
var cargo = carryall.Carryable;
var carryable = carryall.Carryable.Trait<Carryable>();
w.Add(cargo);
carryall.DetachCarryable(self);
carryable.UnReserve(cargo);
carryable.Detached(cargo);
});
}
public override Activity Tick(Actor self)
{
return NextActivity;
}
}
}
}