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OpenRA/OpenRA.Mods.Common/Traits/ProductionBulkAirDrop.cs
let5sne.win10 9cf6ebb986
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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

142 lines
4.8 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.Generic;
using System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Deliver multiple units via skylift. Works with BulkProductionQueue")]
public class ProductionBulkAirdropInfo : ProductionInfo
{
[NotificationReference("Speech")]
[Desc("Speech notification to play when a unit is delivered.")]
public readonly string ReadyNotification = "Reinforce";
[FluentReference(optional: true)]
[Desc("Text notification to display when a unit is delivered.")]
public readonly string ReadyTextNotification = null;
[FieldLoader.Require]
[ActorReference(typeof(AircraftInfo))]
[Desc("Cargo aircraft used for delivery. Must have the `" + nameof(Aircraft) + "` trait.")]
public readonly string ActorType = null;
[Desc("Direction the aircraft should face to land.")]
public readonly WAngle Facing = new(256);
[Desc("Offset the aircraft used for landing.")]
public readonly WVec LandOffset = WVec.Zero;
public override object Create(ActorInitializer init) { return new ProductionBulkAirdrop(init, this); }
}
sealed class ProductionBulkAirdrop : Production
{
RallyPoint rp;
public ProductionBulkAirdrop(ActorInitializer init, ProductionBulkAirdropInfo info)
: base(init, info) { }
protected override void Created(Actor self)
{
base.Created(self);
rp = self.TraitOrDefault<RallyPoint>();
}
public bool DeliverOrder(Actor producer, List<(ActorInfo Actor, int Resources, int Cash)> orderedActors, string productionType, BulkProductionQueue queue)
{
if (IsTraitDisabled || IsTraitPaused)
return false;
var info = (ProductionBulkAirdropInfo)Info;
var owner = producer.Owner;
var map = owner.World.Map;
var startPos = producer.World.Map.ChooseClosestEdgeCell(producer.Location);
var spawnFacing = producer.World.Map.FacingBetween(startPos, producer.Location, WAngle.Zero);
foreach (var tower in producer.TraitsImplementing<INotifyDelivery>())
tower.IncomingDelivery(producer);
owner.World.AddFrameEndTask(w =>
{
if (!producer.IsInWorld || producer.IsDead)
{
// Try to find another producer
var anotherProducer = queue.MostLikelyProducer();
if (anotherProducer.Trait != null && anotherProducer.Trait is ProductionBulkAirdrop anotherStarport)
anotherStarport.DeliverOrder(anotherProducer.Actor, orderedActors, productionType, queue);
else
queue.DeliverFinished();
return;
}
var waitTickbeforeSpawn = 15;
var aircraftInfo = producer.World.Map.Rules.Actors[info.ActorType].TraitInfo<AircraftInfo>();
var exit = producer.RandomExitOrDefault(producer.World, productionType);
var exitCell = producer.Location;
if (exit != null)
exitCell = producer.Location + exit.Info.ExitCell;
var destinations = rp != null && rp.Path.Count > 0 ? rp.Path : [exitCell];
// Aircraft fly in under their own power.
foreach (var orderedAircraft in orderedActors.Where(actor => actor.Actor.HasTraitInfo<AircraftInfo>()))
{
var altitude = orderedAircraft.Actor.TraitInfo<AircraftInfo>().CruiseAltitude;
var aircraft = w.CreateActor(orderedAircraft.Actor.Name,
[
new CenterPositionInit(w.Map.CenterOfCell(startPos) + new WVec(WDist.Zero, WDist.Zero, altitude)),
new OwnerInit(owner),
new FacingInit(spawnFacing)
]);
var move = aircraft.TraitOrDefault<IMove>();
if (move != null)
{
aircraft.QueueActivity(new Wait(waitTickbeforeSpawn));
waitTickbeforeSpawn += 15;
// first move must be to the Producer location
aircraft.QueueActivity(move.MoveTo(exitCell, 2, evaluateNearestMovableCell: true));
foreach (var cell in destinations)
aircraft.QueueActivity(move.MoveTo(cell, 2, evaluateNearestMovableCell: true));
}
}
orderedActors.RemoveAll(actor => actor.Actor.HasTraitInfo<AircraftInfo>());
if (orderedActors.Count == 0)
{
queue.DeliverFinished();
return;
}
var transport = w.CreateActor(info.ActorType,
[
new CenterPositionInit(w.Map.CenterOfCell(startPos) + new WVec(WDist.Zero, WDist.Zero, aircraftInfo.CruiseAltitude)),
new OwnerInit(owner),
new FacingInit(spawnFacing)
]);
transport.QueueActivity(new DeliverBulkOrder(transport, producer, orderedActors, productionType, queue));
});
return true;
}
public Exit PublicExit(Actor self, ActorInfo producee, string productionType)
{
return SelectExit(self, producee, productionType);
}
}
}