Improvements to Mobile to support smooth movement (like real-ra does it)

- McvDeploy got simpler.
    - BUGFIX: Bullet no longer crashes when it damages a tree
This commit is contained in:
Bob
2009-10-24 17:28:51 +13:00
parent 979bb74bba
commit 06e6d50735
5 changed files with 255 additions and 171 deletions

View File

@@ -84,6 +84,9 @@ namespace OpenRa.Game
float GetDamageToInflict(Actor target) float GetDamageToInflict(Actor target)
{ {
if( target.unitInfo == null ) // tree or other doodad
return 0;
/* todo: some things can't be damaged AT ALL by certain weapons! */ /* todo: some things can't be damaged AT ALL by certain weapons! */
var distance = (target.CenterLocation - Dest).Length; var distance = (target.CenterLocation - Dest).Length;
var rawDamage = Weapon.Damage * (float)Math.Exp(-distance / Warhead.Spread); var rawDamage = Weapon.Damage * (float)Math.Exp(-distance / Warhead.Spread);

View File

@@ -31,31 +31,9 @@ namespace OpenRa.Game
if (leftMouseButton) return; if (leftMouseButton) return;
if (Game.LocalPlayer == Unit.Owner) if (Game.LocalPlayer == Unit.Owner)
Game.PlaySound(Game.SovietVoices.First.GetNext() + GetVoiceSuffix(), false); Game.PlaySound("ackno.r00", false);
var mobile = Unit.traits.Get<Traits.Mobile>(); var mobile = Unit.traits.Get<Traits.Mobile>();
mobile.destination = Destination; mobile.SetNextAction( new Traits.Mobile.MoveTo( Destination ) );
mobile.desiredFacing = null;
}
}
class DeployMcvOrder : Order
{
Actor Unit;
int2 Location;
public DeployMcvOrder( Actor unit, int2 location )
{
Unit = unit;
Location = location;
}
public override void Apply( bool leftMouseButton )
{
if (leftMouseButton) return;
Unit.traits.Get<Traits.McvDeploy>().DeployLocation = Location;
var mobile = Unit.traits.Get<Traits.Mobile>();
mobile.destination = mobile.toCell;
} }
} }
} }

View File

@@ -5,42 +5,51 @@ using System.Text;
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits
{ {
class McvDeploy : IOrder, ITick class McvDeploy : IOrder
{ {
public int2? DeployLocation;
public McvDeploy(Actor self) public McvDeploy(Actor self)
{ {
} }
public Order Order(Actor self, int2 xy) public Order Order(Actor self, int2 xy)
{ {
DeployLocation = null;
// TODO: check that there's enough space at the destination. // TODO: check that there's enough space at the destination.
if( xy == self.Location ) if( xy == self.Location )
return new DeployMcvOrder( self, xy ); return new DeployMcvOrder( self, xy );
return null; return null;
} }
}
public void Tick(Actor self) class DeployMcvOrder : Order
{ {
if( self.Location != DeployLocation ) Actor Unit;
return; int2 Location;
var mobile = self.traits.Get<Mobile>(); public DeployMcvOrder( Actor unit, int2 location )
mobile.desiredFacing = 96;
if( mobile.moveFraction < mobile.moveFractionTotal )
return;
if( mobile.facing != mobile.desiredFacing )
return;
Game.world.AddFrameEndTask(_ =>
{ {
Game.world.Remove(self); Unit = unit;
Game.world.Add(new Actor("fact", self.Location - new int2(1, 1), self.Owner)); Location = location;
}); }
public override void Apply( bool leftMouseButton )
{
if( leftMouseButton ) return;
Unit.traits.Get<Mobile>().SetNextAction( new Mobile.Turn( 96 ) { NextAction = new DeployAction() } );
}
class DeployAction : Mobile.CurrentAction
{
public Mobile.CurrentAction NextAction { get; set; }
public void Tick( Actor self, Mobile mobile )
{
Game.world.AddFrameEndTask( _ =>
{
Game.world.Remove( self );
Game.world.Add( new Actor( "fact", self.Location - new int2( 1, 1 ), self.Owner ) );
} );
}
} }
} }
} }

View File

@@ -11,66 +11,33 @@ namespace OpenRa.Game.Traits
{ {
public Actor self; public Actor self;
public int2 fromCell, destination; public int2 fromCell;
public int2 toCell { get { return self.Location; } } public int2 toCell { get { return self.Location; } set { self.Location = value; } }
public int moveFraction, moveFractionTotal;
public int facing; public int facing;
public int? desiredFacing;
public int Voice = Game.CosmeticRandom.Next(2); public int Voice = Game.CosmeticRandom.Next(2);
CurrentAction currentAction;
public Mobile(Actor self) public Mobile(Actor self)
{ {
this.self = self; this.self = self;
fromCell = destination = self.Location; fromCell = toCell;
} }
void UpdateCenterLocation() public void SetNextAction( CurrentAction nextAction )
{ {
float fraction = (moveFraction > 0) ? (float)moveFraction / moveFractionTotal : 0f; if( currentAction == null )
self.CenterLocation = new float2(12, 12) + Game.CellSize * float2.Lerp(fromCell, toCell, fraction); currentAction = nextAction;
else
currentAction.NextAction = nextAction;
} }
public void Tick(Actor self) public void Tick(Actor self)
{ {
Move(self); if( currentAction != null )
UpdateCenterLocation(); currentAction.Tick( self, this );
}
void Move(Actor self)
{
if( fromCell != toCell )
desiredFacing = Util.GetFacing( toCell - fromCell, facing );
if( desiredFacing != null && desiredFacing != facing )
{
Util.TickFacing( ref facing, desiredFacing.Value, self.unitInfo.ROT );
return;
}
desiredFacing = null;
if( fromCell != toCell )
moveFraction += ((UnitInfo.MobileInfo)self.unitInfo).Speed;
if (moveFraction < moveFractionTotal)
return;
moveFraction = 0;
moveFractionTotal = 0;
fromCell = toCell;
if (destination == toCell)
return;
List<int2> res = Game.pathFinder.FindUnitPath(toCell, PathFinder.DefaultEstimator(destination));
if (res.Count != 0)
{
self.Location = res[res.Count - 1];
int2 dir = toCell - fromCell;
moveFractionTotal = (dir.X != 0 && dir.Y != 0) ? 70 : 50;
}
else else
destination = toCell; fromCell = toCell;
} }
public Order Order(Actor self, int2 xy) public Order Order(Actor self, int2 xy)
@@ -80,5 +47,135 @@ namespace OpenRa.Game.Traits
return null; return null;
} }
public interface CurrentAction
{
CurrentAction NextAction { set; }
void Tick( Actor self, Mobile mobile );
}
public class Turn : CurrentAction
{
public CurrentAction NextAction { get; set; }
public readonly int desiredFacing;
public Turn( int desiredFacing )
{
this.desiredFacing = desiredFacing;
}
public void Tick( Actor self, Mobile mobile )
{
if( desiredFacing == mobile.facing )
{
mobile.currentAction = NextAction;
if( NextAction != null )
NextAction.Tick( self, mobile );
return;
}
Util.TickFacing( ref mobile.facing, desiredFacing, self.unitInfo.ROT );
}
}
public class MoveTo : CurrentAction
{
public CurrentAction NextAction { get; set; }
int2 destination;
List<int2> path;
int moveFraction, moveFractionTotal;
float2 from, to;
Action<Actor, Mobile> OnComplete;
public MoveTo( int2 destination )
{
this.destination = destination;
}
public void Tick( Actor self, Mobile mobile )
{
if( moveFractionTotal != 0 )
{
TickMove( self, mobile );
return;
}
if( destination == self.Location )
{
mobile.currentAction = NextAction;
return;
}
if( path == null )
path = Game.pathFinder.FindUnitPath( self.Location, PathFinder.DefaultEstimator( destination ) );
if( path.Count == 0 )
{
destination = mobile.toCell;
return;
}
var nextCell = path[ path.Count - 1 ];
int2 dir = nextCell - mobile.fromCell;
var firstFacing = Util.GetFacing( dir, mobile.facing );
if( firstFacing != mobile.facing )
mobile.currentAction = new Turn( firstFacing ) { NextAction = this };
else
{
mobile.toCell = nextCell;
path.RemoveAt( path.Count - 1 );
moveFractionTotal = ( dir.X != 0 && dir.Y != 0 ) ? 35 : 25;
from = CenterOfCell( mobile.fromCell );
to = BetweenCells( mobile.fromCell, mobile.toCell );
OnComplete = OnCompleteFirstHalf;
}
mobile.currentAction.Tick( self, mobile );
}
void TickMove( Actor self, Mobile mobile )
{
moveFraction += ( self.unitInfo as UnitInfo.MobileInfo ).Speed;
UpdateCenterLocation( self, (float)moveFraction / moveFractionTotal, from, to );
if( moveFraction >= moveFractionTotal )
{
moveFraction -= moveFractionTotal;
OnComplete( self, mobile );
mobile.fromCell = mobile.toCell;
}
return;
}
static void UpdateCenterLocation( Actor self, float frac, float2 from, float2 to )
{
self.CenterLocation = float2.Lerp( from, to, frac );
}
static float2 CenterOfCell( int2 loc )
{
return new float2( 12, 12 ) + Game.CellSize * (float2)loc;
}
static float2 BetweenCells( int2 from, int2 to )
{
return 0.5f * ( CenterOfCell( from ) + CenterOfCell( to ) );
}
void OnCompleteFirstHalf( Actor self, Mobile mobile )
{
from = BetweenCells( mobile.fromCell, mobile.toCell );
to = CenterOfCell( mobile.toCell );
OnComplete = OnCompleteSecondHalf;
}
void OnCompleteSecondHalf( Actor self, Mobile mobile )
{
moveFractionTotal = 0;
self.CenterLocation = CenterOfCell( mobile.toCell );
OnComplete = null;
}
}
} }
} }

View File

@@ -23,10 +23,7 @@ namespace OpenRa.Game.Traits
public override IEnumerable<Pair<Sprite, float2>> Render(Actor self) public override IEnumerable<Pair<Sprite, float2>> Render(Actor self)
{ {
var mobile = self.traits.Get<Mobile>(); yield return Centered( anim.Image, self.CenterLocation );
float fraction = (mobile.moveFraction > 0) ? (float)mobile.moveFraction / mobile.moveFractionTotal : 0f;
var centerLocation = new float2(12, 12) + Game.CellSize * float2.Lerp(mobile.fromCell, mobile.toCell, fraction);
yield return Centered(anim.Image, centerLocation);
} }
} }
} }