Files
OpenRA/OpenRA.Mods.RA/Activities/UnloadCargo.cs

111 lines
3.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Mods.RA.Move;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Activities
{
public class UnloadCargo : Activity
{
readonly Actor self;
readonly Cargo cargo;
readonly Cloak cloak;
readonly bool unloadAll;
public UnloadCargo(Actor self, bool unloadAll)
{
this.self = self;
cargo = self.Trait<Cargo>();
cloak = self.TraitOrDefault<Cloak>();
this.unloadAll = unloadAll;
}
public CPos? ChooseExitCell(Actor passenger)
{
var mobile = passenger.Trait<Mobile>();
return cargo.CurrentAdjacentCells
.Shuffle(self.World.SharedRandom)
.Cast<CPos?>()
.FirstOrDefault(c => mobile.CanEnterCell(c.Value));
}
IEnumerable<CPos> BlockedExitCells(Actor passenger)
{
var mobile = passenger.Trait<Mobile>();
return cargo.CurrentAdjacentCells
.Where(c => mobile.MovementSpeedForCell(passenger, c) != int.MaxValue && !mobile.CanEnterCell(c));
}
public override Activity Tick(Actor self)
{
if (IsCanceled || cargo.IsEmpty(self))
return NextActivity;
if (cloak != null && cloak.Info.UncloakOnUnload)
cloak.Uncloak();
var actor = cargo.Peek(self);
var exitCell = ChooseExitCell(actor);
if (exitCell == null)
{
foreach (var blocker in BlockedExitCells(actor).SelectMany(self.World.ActorMap.GetUnitsAt))
{
foreach (var nbm in blocker.TraitsImplementing<INotifyBlockingMove>())
nbm.OnNotifyBlockingMove(blocker, self);
}
return Util.SequenceActivities(new Wait(10), this);
}
cargo.Unload(self);
self.World.AddFrameEndTask(w =>
{
if (actor.Destroyed)
return;
var mobile = actor.Trait<Mobile>();
var exitSubcell = mobile.GetDesiredSubcell(exitCell.Value, null);
mobile.fromSubCell = exitSubcell; // these settings make sure that the below Set* calls
mobile.toSubCell = exitSubcell; // and the above GetDesiredSubcell call pick a good free subcell for later units being unloaded
var exit = exitCell.Value.CenterPosition + MobileInfo.SubCellOffsets[exitSubcell];
var current = self.Location.CenterPosition + MobileInfo.SubCellOffsets[exitSubcell];
mobile.Facing = Util.GetFacing(exit - current, mobile.Facing);
mobile.SetPosition(actor, exitCell.Value);
mobile.SetVisualPosition(actor, current);
var speed = mobile.MovementSpeedForCell(actor, exitCell.Value);
var length = speed > 0 ? (exit - current).Length / speed : 0;
w.Add(actor);
actor.CancelActivity();
actor.QueueActivity(new Drag(current, exit, length));
actor.QueueActivity(mobile.MoveTo(exitCell.Value, 0));
actor.SetTargetLine(Target.FromCell(exitCell.Value), Color.Green, false);
});
if (!unloadAll || cargo.IsEmpty(self))
return NextActivity;
return this;
}
}
}