Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/Exit.cs
Mustafa Alperen Seki faa35946b8 Make Exit Conditional
2018-10-08 22:00:39 +01:00

82 lines
2.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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 System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...")]
public class ExitInfo : ConditionalTraitInfo, Requires<IOccupySpaceInfo>
{
[Desc("Offset at which that the exiting actor is spawned relative to the center of the producing actor.")]
public readonly WVec SpawnOffset = WVec.Zero;
[Desc("Cell offset where the exiting actor enters the ActorMap relative to the topleft cell of the producing actor.")]
public readonly CVec ExitCell = CVec.Zero;
public readonly int Facing = -1;
[Desc("Type tags on this exit.")]
public readonly HashSet<string> ProductionTypes = new HashSet<string>();
[Desc("AttackMove to a RallyPoint or stay where you are spawned.")]
public readonly bool MoveIntoWorld = true;
[Desc("Number of ticks to wait before moving into the world.")]
public readonly int ExitDelay = 0;
public override object Create(ActorInitializer init) { return new Exit(init, this); }
}
public class Exit : ConditionalTrait<ExitInfo>
{
public Exit(ActorInitializer init, ExitInfo info)
: base(info) { }
}
public static class ExitExts
{
public static Exit FirstExitOrDefault(this Actor actor, string productionType = null)
{
var all = actor.TraitsImplementing<Exit>()
.Where(Exts.IsTraitEnabled);
if (string.IsNullOrEmpty(productionType))
return all.FirstOrDefault(e => e.Info.ProductionTypes.Count == 0);
return all.FirstOrDefault(e => e.Info.ProductionTypes.Count == 0 || e.Info.ProductionTypes.Contains(productionType));
}
public static IEnumerable<Exit> Exits(this Actor actor, string productionType = null)
{
var all = actor.TraitsImplementing<Exit>()
.Where(Exts.IsTraitEnabled);
if (string.IsNullOrEmpty(productionType))
return all.Where(e => e.Info.ProductionTypes.Count == 0);
return all.Where(e => e.Info.ProductionTypes.Count == 0 || e.Info.ProductionTypes.Contains(productionType));
}
public static Exit RandomExitOrDefault(this Actor actor, World world, string productionType, Func<Exit, bool> p = null)
{
var allOfType = Exits(actor, productionType);
if (!allOfType.Any())
return null;
var shuffled = allOfType.Shuffle(world.SharedRandom);
return p != null ? shuffled.FirstOrDefault(p) : shuffled.First();
}
}
}