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OpenRA/OpenRA.Mods.Common/Traits/Crates/GiveUnitCrateAction.cs
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Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 21:46:54 +08:00

140 lines
4.4 KiB
C#

#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.Frozen;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Spawns units when collected.")]
class GiveUnitCrateActionInfo : CrateActionInfo
{
[ActorReference]
[FieldLoader.Require]
[Desc("The list of units to spawn.")]
public readonly ImmutableArray<string> Units = [];
[Desc("Factions that are allowed to trigger this action.")]
public readonly FrozenSet<string> ValidFactions = FrozenSet<string>.Empty;
[Desc("Override the owner of the newly spawned unit: e.g. Creeps or Neutral")]
public readonly string Owner = null;
public override object Create(ActorInitializer init) { return new GiveUnitCrateAction(init.Self, this); }
}
class GiveUnitCrateAction : CrateAction
{
readonly Actor self;
readonly GiveUnitCrateActionInfo info;
public GiveUnitCrateAction(Actor self, GiveUnitCrateActionInfo info)
: base(self, info)
{
this.self = self;
this.info = info;
if (info.Units.Length == 0)
throw new YamlException(
"A GiveUnitCrateAction does not specify any units to give. " +
"This might be because the yaml is referring to 'Unit' rather than 'Units'.");
}
public bool CanGiveTo(Actor collector)
{
if (collector.Owner.NonCombatant)
return false;
if (info.ValidFactions.Count > 0 && !info.ValidFactions.Contains(collector.Owner.Faction.InternalName))
return false;
var pathFinder = collector.World.WorldActor.TraitOrDefault<IPathFinder>();
var locomotorsByName = collector.World.WorldActor.TraitsImplementing<Locomotor>().ToDictionary(l => l.Info.Name);
foreach (var unit in info.Units)
{
// avoid dumping tanks in the sea, and ships on dry land.
if (!GetSuitableCells(collector.Location, unit, pathFinder, locomotorsByName).Any())
return false;
}
return true;
}
public override int GetSelectionShares(Actor collector)
{
if (!CanGiveTo(collector))
return 0;
return base.GetSelectionShares(collector);
}
public override void Activate(Actor collector)
{
collector.World.AddFrameEndTask(w =>
{
var pathFinder = w.WorldActor.TraitOrDefault<IPathFinder>();
var locomotorsByName = w.WorldActor.TraitsImplementing<Locomotor>().ToDictionary(l => l.Info.Name);
foreach (var unit in info.Units)
{
var location = ChooseEmptyCellNear(collector, unit, pathFinder, locomotorsByName);
if (location != null)
{
var actor = w.CreateActor(unit,
[
new LocationInit(location.Value),
new OwnerInit(info.Owner ?? collector.Owner.InternalName)
]);
// Set the subcell and make sure to crush actors beneath.
var positionable = actor.OccupiesSpace as IPositionable;
positionable.SetPosition(actor, location.Value, positionable.GetAvailableSubCell(location.Value, ignoreActor: actor));
}
}
});
base.Activate(collector);
}
IEnumerable<CPos> GetSuitableCells(CPos near, string unitName, IPathFinder pathFinder, Dictionary<string, Locomotor> locomotorsByName)
{
var actorRules = self.World.Map.Rules.Actors[unitName];
Locomotor locomotor = null;
if (pathFinder != null)
{
var locomotorName = actorRules.TraitInfoOrDefault<MobileInfo>()?.Locomotor;
locomotor = locomotorName != null ? locomotorsByName[locomotorName] : null;
}
var ip = actorRules.TraitInfo<IPositionableInfo>();
for (var i = -1; i <= 1; i++)
{
for (var j = -1; j <= 1; j++)
{
var cell = near + new CVec(i, j);
if (ip.CanEnterCell(self.World, self, cell) &&
(locomotor == null || pathFinder.PathMightExistForLocomotorBlockedByImmovable(locomotor, cell, near)))
yield return near + new CVec(i, j);
}
}
}
CPos? ChooseEmptyCellNear(Actor a, string unit, IPathFinder pathFinder, Dictionary<string, Locomotor> locomotorsByName)
{
return GetSuitableCells(a.Location, unit, pathFinder, locomotorsByName)
.Cast<CPos?>()
.RandomOrDefault(self.World.SharedRandom);
}
}
}