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LayMines.cs
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LayMines.cs
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#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
// Assumes you have Minelayer on that unit
public class LayMines : Activity
{
readonly Minelayer minelayer;
readonly AmmoPool[] ammoPools;
readonly IMove movement;
readonly IMoveInfo moveInfo;
readonly RearmableInfo rearmableInfo;
List<CPos> minefield;
bool returnToBase;
Actor rearmTarget;
bool layingMine;
public LayMines(Actor self, List<CPos> minefield = null)
{
minelayer = self.Trait<Minelayer>();
ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
movement = self.Trait<IMove>();
moveInfo = self.Info.TraitInfo<IMoveInfo>();
rearmableInfo = self.Info.TraitInfoOrDefault<RearmableInfo>();
this.minefield = minefield;
}
protected override void OnFirstRun(Actor self)
{
minefield ??= new List<CPos> { self.Location };
}
CPos? NextValidCell(Actor self)
{
if (minefield != null)
foreach (var c in minefield)
if (CanLayMine(self, c))
return c;
return null;
}
public override bool Tick(Actor self)
{
returnToBase = false;
if (IsCanceling)
{
if (layingMine)
foreach (var t in self.TraitsImplementing<INotifyMineLaying>())
t.MineLayingCanceled(self, self.Location);
return true;
}
if (layingMine)
{
layingMine = false;
if (LayMine(self))
{
if (minelayer.Info.AfterLayingDelay > 0)
QueueChild(new Wait(minelayer.Info.AfterLayingDelay));
// The tick has to end now, because otherwise a next cell is picked and Move activity is queued (which will change minelayer's location in current tick).
return false;
}
}
if ((minefield == null || minefield.Contains(self.Location)) && CanLayMine(self, self.Location))
{
if (rearmableInfo != null && ammoPools.Any(p => p.Info.Name == minelayer.Info.AmmoPoolName && !p.HasAmmo))
{
// Rearm (and possibly repair) at rearm building, then back out here to refill the minefield some more
rearmTarget = self.World.Actors
.Where(a =>
self.Owner.RelationshipWith(a.Owner) == PlayerRelationship.Ally
&& rearmableInfo.RearmActors.Contains(a.Info.Name))
.ClosestToWithPathFrom(self);
if (rearmTarget == null)
return true;
// Add a CloseEnough range of 512 to the Rearm/Repair activities in order to ensure that we're at the host actor
QueueChild(new MoveAdjacentTo(self, Target.FromActor(rearmTarget)));
QueueChild(movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), ignoreActor: rearmTarget));
QueueChild(new Resupply(self, rearmTarget, new WDist(512)));
returnToBase = true;
return false;
}
if (!StartLayingMine(self))
return false;
if (minelayer.Info.PreLayDelay == 0)
{
if (LayMine(self) && minelayer.Info.AfterLayingDelay > 0)
QueueChild(new Wait(minelayer.Info.AfterLayingDelay));
}
else
{
layingMine = true;
QueueChild(new Wait(minelayer.Info.PreLayDelay));
}
return false;
}
var nextCell = NextValidCell(self);
if (nextCell != null)
{
QueueChild(movement.MoveTo(nextCell.Value, 0));
return false;
}
// TODO: Return somewhere likely to be safe (near rearm building) so we're not sitting out in the minefield.
return true;
}
public void CleanMineField(Actor self)
{
// Remove cells that have already been mined
// or that are revealed to be unmineable.
if (minefield != null)
{
var positionable = (IPositionable)movement;
var mobile = positionable as Mobile;
minefield.RemoveAll(c => self.World.ActorMap.GetActorsAt(c)
.Any(a => a.Info.Name == minelayer.Info.Mine.ToLowerInvariant() && a.CanBeViewedByPlayer(self.Owner)) ||
((!positionable.CanEnterCell(c, null, BlockedByActor.Immovable) || (mobile != null && !mobile.CanStayInCell(c)))
&& self.Owner.Shroud.IsVisible(c)));
}
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
if (returnToBase)
yield return new TargetLineNode(Target.FromActor(rearmTarget), moveInfo.GetTargetLineColor());
if (minefield == null || minefield.Count == 0)
yield break;
var nextCell = NextValidCell(self);
if (nextCell != null)
yield return new TargetLineNode(Target.FromCell(self.World, nextCell.Value), minelayer.Info.TargetLineColor);
if (minefield.Count > 1)
foreach (var c in minefield)
yield return new TargetLineNode(Target.FromCell(self.World, c), minelayer.Info.TargetLineColor, tile: minelayer.Tile);
}
static bool CanLayMine(Actor self, CPos p)
{
// If there is no unit (other than me) here, we can place a mine here
return self.World.ActorMap.GetActorsAt(p).All(a => a == self);
}
bool StartLayingMine(Actor self)
{
if (ammoPools != null)
{
var pool = ammoPools.FirstOrDefault(x => x.Info.Name == minelayer.Info.AmmoPoolName);
if (pool == null)
return false;
if (pool.CurrentAmmoCount < minelayer.Info.AmmoUsage)
return false;
}
foreach (var t in self.TraitsImplementing<INotifyMineLaying>())
t.MineLaying(self, self.Location);
return true;
}
bool LayMine(Actor self)
{
if (ammoPools != null)
{
var pool = ammoPools.FirstOrDefault(x => x.Info.Name == minelayer.Info.AmmoPoolName);
if (pool == null)
return false;
if (!pool.TakeAmmo(self, minelayer.Info.AmmoUsage))
return false;
}
minefield.Remove(self.Location);
self.World.AddFrameEndTask(w =>
{
if (!CanLayMine(self, self.Location))
return;
var mine = w.CreateActor(minelayer.Info.Mine, new TypeDictionary
{
new LocationInit(self.Location),
new OwnerInit(self.Owner),
});
foreach (var t in self.TraitsImplementing<INotifyMineLaying>())
t.MineLaid(self, mine);
});
return true;
}
}
}