125 lines
3.5 KiB
C#
125 lines
3.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Wanders around aimlessly while idle.")]
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public class WandersInfo : ConditionalTraitInfo, Requires<IMoveInfo>
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{
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public readonly int WanderMoveRadius = 1;
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[Desc("Number of ticks to wait before decreasing the effective move radius.")]
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public readonly int ReduceMoveRadiusDelay = 5;
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[Desc("Minimum amount of ticks the actor will sit idly before starting to wander.")]
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public readonly int MinMoveDelay = 0;
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[Desc("Maximum amount of ticks the actor will sit idly before starting to wander.")]
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public readonly int MaxMoveDelay = 0;
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[Desc("The terrain types that this actor should avoid wandering on to.")]
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public readonly HashSet<string> AvoidTerrainTypes = new HashSet<string>();
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public override object Create(ActorInitializer init) { return new Wanders(init.Self, this); }
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}
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public class Wanders : ConditionalTrait<WandersInfo>, INotifyIdle, INotifyBecomingIdle
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{
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readonly Actor self;
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readonly WandersInfo info;
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IResolveOrder move;
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int countdown;
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int ticksIdle;
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int effectiveMoveRadius;
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public Wanders(Actor self, WandersInfo info)
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: base(info)
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{
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this.self = self;
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this.info = info;
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effectiveMoveRadius = info.WanderMoveRadius;
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countdown = self.World.SharedRandom.Next(info.MinMoveDelay, info.MaxMoveDelay);
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}
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protected override void Created(Actor self)
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{
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move = self.Trait<IMove>() as IResolveOrder;
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base.Created(self);
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}
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protected virtual void OnBecomingIdle(Actor self)
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{
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countdown = self.World.SharedRandom.Next(info.MinMoveDelay, info.MaxMoveDelay);
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}
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void INotifyBecomingIdle.OnBecomingIdle(Actor self)
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{
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OnBecomingIdle(self);
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}
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protected virtual void TickIdle(Actor self)
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{
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if (IsTraitDisabled)
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return;
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if (--countdown > 0)
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return;
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var targetCell = PickTargetLocation();
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if (targetCell.HasValue)
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DoAction(self, targetCell.Value);
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}
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void INotifyIdle.TickIdle(Actor self)
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{
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TickIdle(self);
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}
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CPos? PickTargetLocation()
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{
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var target = self.CenterPosition + new WVec(0, -1024 * effectiveMoveRadius, 0).Rotate(WRot.FromFacing(self.World.SharedRandom.Next(255)));
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var targetCell = self.World.Map.CellContaining(target);
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if (!self.World.Map.Contains(targetCell))
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{
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// If MoveRadius is too big there might not be a valid cell to order the attack to (if actor is on a small island and can't leave)
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if (++ticksIdle % info.ReduceMoveRadiusDelay == 0)
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effectiveMoveRadius--;
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// We'll be back the next tick; better to sit idle for a few seconds than prolong this tick indefinitely with a loop
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return null;
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}
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if (info.AvoidTerrainTypes.Count > 0)
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{
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var terrainType = self.World.Map.GetTerrainInfo(targetCell).Type;
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if (Info.AvoidTerrainTypes.Contains(terrainType))
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return null;
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}
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ticksIdle = 0;
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effectiveMoveRadius = info.WanderMoveRadius;
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return targetCell;
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}
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public virtual void DoAction(Actor self, CPos targetCell)
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{
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move.ResolveOrder(self, new Order("Move", self, Target.FromCell(self.World, targetCell), false));
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}
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}
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}
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