Add a delay before wandering, use it on viceroids

Add a Min and Max delay and make it random
This commit is contained in:
penev92
2014-12-30 02:04:32 +02:00
parent ded8ae9345
commit 04c09dda31
3 changed files with 24 additions and 10 deletions

View File

@@ -13,22 +13,29 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("Wanders around aimlesly when idle.")]
[Desc("Wanders around aimlessly while idle.")]
abstract class WandersInfo : ITraitInfo
{
public readonly int WanderMoveRadius = 10;
[Desc("Number of ticks to wait until decreasing the effective move radius.")]
public readonly int MoveReductionRadiusScale = 5;
[Desc("Number of ticks to wait before decreasing the effective move radius.")]
public readonly int TicksToWaitBeforeReducingMoveRadius = 5;
[Desc("Mimimum ammount of ticks the actor will sit idly before starting to wander.")]
public readonly int MinMoveDelayInTicks = 0;
[Desc("Maximum ammount of ticks the actor will sit idly before starting to wander.")]
public readonly int MaxMoveDelayInTicks = 0;
public abstract object Create(ActorInitializer init);
}
class Wanders : INotifyAddedToWorld, INotifyBecomingIdle
class Wanders : INotifyIdle, INotifyBecomingIdle
{
readonly Actor self;
readonly WandersInfo info;
int countdown;
int ticksIdle;
int effectiveMoveRadius;
@@ -39,13 +46,16 @@ namespace OpenRA.Mods.RA.Traits
effectiveMoveRadius = info.WanderMoveRadius;
}
public void AddedToWorld(Actor self)
{
OnBecomingIdle(self);
}
public void OnBecomingIdle(Actor self)
{
countdown = self.World.SharedRandom.Next(info.MinMoveDelayInTicks, info.MaxMoveDelayInTicks);
}
public void TickIdle(Actor self)
{
if (--countdown > 0)
return;
var targetPos = PickTargetLocation();
if (targetPos != CPos.Zero)
DoAction(self, targetPos);
@@ -59,7 +69,7 @@ namespace OpenRA.Mods.RA.Traits
if (!self.World.Map.Contains(targetCell))
{
// If MoveRadius is too big there might not be a valid cell to order the attack to (if actor is on a small island and can't leave)
if (++ticksIdle % info.MoveReductionRadiusScale == 0)
if (++ticksIdle % info.TicksToWaitBeforeReducingMoveRadius == 0)
effectiveMoveRadius--;
return CPos.Zero; // We'll be back the next tick; better to sit idle for a few seconds than prolong this tick indefinitely with a loop

View File

@@ -459,6 +459,8 @@ VICE:
AttackFrontal:
AttackWander:
WanderMoveRadius: 2
MinMoveDelayInTicks: 25
MaxMoveDelayInTicks: 45
RenderUnit:
WithMuzzleFlash:
SplitFacings: true

View File

@@ -584,6 +584,8 @@ DOGGIE:
AttackFrontal:
AttackWander:
WanderMoveRadius: 2
MinMoveDelayInTicks: 25
MaxMoveDelayInTicks: 45
VISSML:
Inherits: ^Infantry