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OpenRA/OpenRA.Mods.Common/Traits/World/ActorSpawnManager.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

151 lines
4.3 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.Immutable;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Controls the spawning of specified actor types. Attach this to the world actor.")]
[TraitLocation(SystemActors.World)]
public class ActorSpawnManagerInfo : ConditionalTraitInfo, Requires<MapCreepsInfo>
{
[Desc("Minimum number of actors.")]
public readonly int Minimum = 0;
[Desc("Maximum number of actors.")]
public readonly int Maximum = 4;
[Desc("Initial delay before first actor is spawn")]
public readonly int InitialDelay = 0;
[Desc("Time (in ticks) between actor spawn. Supports 1 or 2 values.",
"If 2 values are provided they are used as a range from which a value is randomly selected.")]
public readonly ImmutableArray<int> SpawnInterval = [6000];
[FieldLoader.Require]
[ActorReference]
[Desc("Name of the actor that will be randomly picked to spawn.")]
public readonly ImmutableArray<string> Actors = [];
public readonly string Owner = "Creeps";
[Desc("Type of ActorSpawner with which it connects.")]
public readonly FrozenSet<string> Types = FrozenSet<string>.Empty;
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
base.RulesetLoaded(rules, ai);
if (SpawnInterval.Length == 0 || SpawnInterval.Length > 2)
throw new YamlException($"{nameof(ActorSpawnManager)}.{nameof(SpawnInterval)} must be either 1 or 2 values");
if (SpawnInterval.Length == 2 && SpawnInterval[0] >= SpawnInterval[1])
throw new YamlException($"{nameof(ActorSpawnManager)}.{nameof(SpawnInterval)}'s first value must be less than the second value");
if (SpawnInterval.Any(it => it < 0))
throw new YamlException($"{nameof(ActorSpawnManager)}.{nameof(SpawnInterval)}'s value(s) must not be less than 0");
}
public override object Create(ActorInitializer init) { return new ActorSpawnManager(this); }
}
public class ActorSpawnManager : ConditionalTrait<ActorSpawnManagerInfo>, ITick
{
readonly ActorSpawnManagerInfo info;
bool enabled;
int spawnCountdown;
int initialDelay;
int actorsPresent;
public ActorSpawnManager(ActorSpawnManagerInfo info)
: base(info)
{
this.info = info;
}
protected override void Created(Actor self)
{
enabled = self.Trait<MapCreeps>().Enabled;
base.Created(self);
}
protected override void TraitEnabled(Actor self)
{
initialDelay = info.InitialDelay;
spawnCountdown = 0;
}
void ITick.Tick(Actor self)
{
if (IsTraitDisabled || !enabled)
return;
if (--initialDelay > 0)
return;
if (info.Maximum < 1 || actorsPresent >= info.Maximum)
return;
if (--spawnCountdown > 0 && actorsPresent >= info.Minimum)
return;
var spawnPoint = GetRandomSpawnPoint(self.World, self.World.SharedRandom);
if (spawnPoint == null)
return;
spawnCountdown = Util.RandomInRange(self.World.SharedRandom, info.SpawnInterval);
do
{
// Always spawn at least one actor, plus
// however many needed to reach the minimum.
SpawnActor(self, spawnPoint);
// choose new random SpawnPoint for each actor
spawnPoint = GetRandomSpawnPoint(self.World, self.World.SharedRandom);
}
while (actorsPresent < info.Minimum);
}
WPos SpawnActor(Actor self, Actor spawnPoint)
{
self.World.AddFrameEndTask(w => w.CreateActor(info.Actors.Random(self.World.SharedRandom),
[
new OwnerInit(w.Players.First(x => x.PlayerName == info.Owner)),
new LocationInit(spawnPoint.Location)
]));
actorsPresent++;
return spawnPoint.CenterPosition;
}
Actor GetRandomSpawnPoint(World world, Support.MersenneTwister random)
{
var spawnPointActors = world.ActorsWithTrait<ActorSpawner>()
.Where(x => !x.Trait.IsTraitDisabled && (info.Types.Overlaps(x.Trait.Types) || x.Trait.Types.Count == 0))
.ToArray();
return spawnPointActors.Length > 0 ? spawnPointActors.Random(random).Actor : null;
}
public void DecreaseActorCount()
{
actorsPresent--;
}
}
}