Fix cargo loading/unloading.
- Fix the unloading subcell bug, letting us have units move to directly adjacent cells. - Have the cursor change to a deploy-blocked cursor if the transport can't unload due to terrain type. - Add RenderTransport for transport door opening. - Remove turning/opening in general.
This commit is contained in:
@@ -8,79 +8,64 @@
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using OpenRA.Mods.RA.Move;
|
||||
using OpenRA.Mods.RA.Render;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Activities
|
||||
{
|
||||
public class UnloadCargo : Activity
|
||||
{
|
||||
bool unloadAll;
|
||||
readonly Actor self;
|
||||
readonly Cargo cargo;
|
||||
readonly bool unloadAll;
|
||||
|
||||
public UnloadCargo(bool unloadAll) { this.unloadAll = unloadAll; }
|
||||
|
||||
CPos? ChooseExitTile(Actor self, Actor cargo)
|
||||
public UnloadCargo(Actor self, bool unloadAll)
|
||||
{
|
||||
// is anyone still hogging this tile?
|
||||
if (self.World.ActorMap.GetUnitsAt(self.Location).Count() > 1)
|
||||
return null;
|
||||
|
||||
var mobile = cargo.Trait<Mobile>();
|
||||
|
||||
for (var i = -1; i < 2; i++)
|
||||
for (var j = -1; j < 2; j++)
|
||||
if ((i != 0 || j != 0) &&
|
||||
mobile.CanEnterCell(self.Location + new CVec(i, j)))
|
||||
return self.Location + new CVec(i, j);
|
||||
|
||||
return null;
|
||||
this.self = self;
|
||||
cargo = self.Trait<Cargo>();
|
||||
this.unloadAll = unloadAll;
|
||||
}
|
||||
|
||||
CPos? ChooseRallyPoint(Actor self)
|
||||
public CPos? ChooseExitCell(Actor passenger)
|
||||
{
|
||||
var mobile = self.Trait<Mobile>();
|
||||
var mobile = passenger.Trait<Mobile>();
|
||||
|
||||
for (var i = -1; i < 2; i++)
|
||||
for (var j = -1; j < 2; j++)
|
||||
if ((i != 0 || j != 0) &&
|
||||
mobile.CanEnterCell(self.Location + new CVec(i, j)))
|
||||
return self.Location + new CVec(i, j);
|
||||
return cargo.CurrentAdjacentCells
|
||||
.Shuffle(self.World.SharedRandom)
|
||||
.Cast<CPos?>()
|
||||
.FirstOrDefault(c => mobile.CanEnterCell(c.Value));
|
||||
}
|
||||
|
||||
return self.Location;
|
||||
IEnumerable<CPos> BlockedExitCells(Actor passenger)
|
||||
{
|
||||
var mobile = passenger.Trait<Mobile>();
|
||||
|
||||
return cargo.CurrentAdjacentCells
|
||||
.Where(c => mobile.MovementSpeedForCell(passenger, c) != int.MaxValue && !mobile.CanEnterCell(c));
|
||||
}
|
||||
|
||||
public override Activity Tick(Actor self)
|
||||
{
|
||||
if (IsCanceled) return NextActivity;
|
||||
|
||||
// if we're a thing that can turn, turn to the
|
||||
// right facing for the unload animation
|
||||
var facing = self.TraitOrDefault<IFacing>();
|
||||
var unloadFacing = self.Info.Traits.Get<CargoInfo>().UnloadFacing;
|
||||
if (facing != null && facing.Facing != unloadFacing)
|
||||
return Util.SequenceActivities( new Turn(unloadFacing), this );
|
||||
|
||||
// TODO: handle the BS of open/close sequences, which are inconsistent,
|
||||
// for reasons that probably make good sense to the westwood guys.
|
||||
|
||||
var cargo = self.Trait<Cargo>();
|
||||
if (cargo.IsEmpty(self))
|
||||
if (IsCanceled || cargo.IsEmpty(self))
|
||||
return NextActivity;
|
||||
|
||||
var ru = self.TraitOrDefault<RenderUnit>();
|
||||
if (ru != null)
|
||||
ru.PlayCustomAnimation(self, "unload", null);
|
||||
var actor = cargo.Peek(self);
|
||||
|
||||
var exitTile = ChooseExitTile(self, cargo.Peek(self));
|
||||
if (exitTile == null)
|
||||
return this;
|
||||
var exitCell = ChooseExitCell(actor);
|
||||
if (exitCell == null)
|
||||
{
|
||||
foreach (var blocker in BlockedExitCells(actor).SelectMany(self.World.ActorMap.GetUnitsAt))
|
||||
{
|
||||
foreach (var nbm in blocker.TraitsImplementing<INotifyBlockingMove>())
|
||||
nbm.OnNotifyBlockingMove(blocker, self);
|
||||
}
|
||||
return Util.SequenceActivities(new Wait(10), this);
|
||||
}
|
||||
|
||||
var actor = cargo.Unload(self);
|
||||
var exit = exitTile.Value.CenterPosition;
|
||||
var current = self.Location.CenterPosition;
|
||||
cargo.Unload(self);
|
||||
|
||||
self.World.AddFrameEndTask(w =>
|
||||
{
|
||||
@@ -88,23 +73,33 @@ namespace OpenRA.Mods.RA.Activities
|
||||
return;
|
||||
|
||||
var mobile = actor.Trait<Mobile>();
|
||||
mobile.Facing = Util.GetFacing(exit - current, mobile.Facing );
|
||||
mobile.SetPosition(actor, exitTile.Value);
|
||||
|
||||
var exitSubcell = mobile.GetDesiredSubcell(exitCell.Value, null);
|
||||
|
||||
mobile.fromSubCell = exitSubcell; // these settings make sure that the below Set* calls
|
||||
mobile.toSubCell = exitSubcell; // and the above GetDesiredSubcell call pick a good free subcell for later units being unloaded
|
||||
|
||||
var exit = exitCell.Value.CenterPosition + MobileInfo.SubCellOffsets[exitSubcell];
|
||||
var current = self.Location.CenterPosition + MobileInfo.SubCellOffsets[exitSubcell];
|
||||
|
||||
mobile.Facing = Util.GetFacing(exit - current, mobile.Facing);
|
||||
mobile.SetPosition(actor, exitCell.Value);
|
||||
mobile.SetVisualPosition(actor, current);
|
||||
var speed = mobile.MovementSpeedForCell(actor, exitTile.Value);
|
||||
var speed = mobile.MovementSpeedForCell(actor, exitCell.Value);
|
||||
var length = speed > 0 ? (exit - current).Length / speed : 0;
|
||||
|
||||
w.Add(actor);
|
||||
actor.CancelActivity();
|
||||
actor.QueueActivity(new Drag(current, exit, length));
|
||||
actor.QueueActivity(mobile.MoveTo(exitTile.Value, 0));
|
||||
actor.QueueActivity(mobile.MoveTo(exitCell.Value, 0));
|
||||
|
||||
var rallyPoint = ChooseRallyPoint(actor).Value;
|
||||
actor.QueueActivity(mobile.MoveTo(rallyPoint, 0));
|
||||
actor.SetTargetLine(Target.FromCell(rallyPoint), Color.Green, false);
|
||||
actor.SetTargetLine(Target.FromCell(exitCell.Value), Color.Green, false);
|
||||
});
|
||||
|
||||
return unloadAll ? this : NextActivity;
|
||||
if (!unloadAll || cargo.IsEmpty(self))
|
||||
return NextActivity;
|
||||
|
||||
return this;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user