1 #region Copyright & License Information
2 /*
3  * Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
4  * This file is part of OpenRA, which is free software. It is made
5  * available to you under the terms of the GNU General Public License
6  * as published by the Free Software Foundation, either version 3 of
7  * the License, or (at your option) any later version. For more
8  * information, see COPYING.
9  */
10 #endregion
11 
12 using System;
13 using System.Collections.Generic;
14 using System.Linq;
15 using OpenRA.Traits;
16 
17 namespace OpenRA.Mods.Common.Traits
18 {
19 	[Desc("Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...")]
20 	public class ExitInfo : ConditionalTraitInfo, Requires<IOccupySpaceInfo>
21 	{
22 		[Desc("Offset at which that the exiting actor is spawned relative to the center of the producing actor.")]
23 		public readonly WVec SpawnOffset = WVec.Zero;
24 
25 		[Desc("Cell offset where the exiting actor enters the ActorMap relative to the topleft cell of the producing actor.")]
26 		public readonly CVec ExitCell = CVec.Zero;
27 		public readonly int Facing = -1;
28 
29 		[Desc("Type tags on this exit.")]
30 		public readonly HashSet<string> ProductionTypes = new HashSet<string>();
31 
32 		[Desc("Number of ticks to wait before moving into the world.")]
33 		public readonly int ExitDelay = 0;
34 
35 		[Desc("Exits with larger priorities will be used before lower priorities.")]
36 		public readonly int Priority = 1;
37 
Create(ActorInitializer init)38 		public override object Create(ActorInitializer init) { return new Exit(init, this); }
39 	}
40 
41 	public class Exit : ConditionalTrait<ExitInfo>
42 	{
Exit(ActorInitializer init, ExitInfo info)43 		public Exit(ActorInitializer init, ExitInfo info)
44 			: base(info) { }
45 	}
46 
47 	public static class ExitExts
48 	{
FirstExitOrDefault(this Actor actor, string productionType = null)49 		public static Exit FirstExitOrDefault(this Actor actor, string productionType = null)
50 		{
51 			var all = actor.TraitsImplementing<Exit>()
52 				.Where(Exts.IsTraitEnabled)
53 				.OrderBy(e => e.Info.Priority);
54 
55 			if (string.IsNullOrEmpty(productionType))
56 				return all.FirstOrDefault();
57 
58 			return all.FirstOrDefault(e => e.Info.ProductionTypes.Count == 0 || e.Info.ProductionTypes.Contains(productionType));
59 		}
60 
Exits(this Actor actor, string productionType = null)61 		public static IEnumerable<Exit> Exits(this Actor actor, string productionType = null)
62 		{
63 			var all = actor.TraitsImplementing<Exit>()
64 				.Where(Exts.IsTraitEnabled);
65 
66 			if (string.IsNullOrEmpty(productionType))
67 				return all;
68 
69 			return all.Where(e => e.Info.ProductionTypes.Count == 0 || e.Info.ProductionTypes.Contains(productionType));
70 		}
71 
RandomExitOrDefault(this Actor actor, World world, string productionType, Func<Exit, bool> p = null)72 		public static Exit RandomExitOrDefault(this Actor actor, World world, string productionType, Func<Exit, bool> p = null)
73 		{
74 			var allOfType = Exits(actor, productionType);
75 			if (!allOfType.Any())
76 				return null;
77 
78 			foreach (var g in allOfType.GroupBy(e => e.Info.Priority))
79 			{
80 				var shuffled = g.Shuffle(world.SharedRandom);
81 				if (p == null)
82 					return shuffled.First();
83 
84 				var valid = shuffled.FirstOrDefault(p);
85 				if (valid != null)
86 					return valid;
87 			}
88 
89 			return null;
90 		}
91 	}
92 }
93