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:
@@ -84,6 +84,9 @@ namespace OpenRa.Game
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float GetDamageToInflict(Actor target)
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{
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if( target.unitInfo == null ) // tree or other doodad
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return 0;
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/* todo: some things can't be damaged AT ALL by certain weapons! */
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var distance = (target.CenterLocation - Dest).Length;
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var rawDamage = Weapon.Damage * (float)Math.Exp(-distance / Warhead.Spread);
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@@ -31,31 +31,9 @@ namespace OpenRa.Game
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if (leftMouseButton) return;
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if (Game.LocalPlayer == Unit.Owner)
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Game.PlaySound(Game.SovietVoices.First.GetNext() + GetVoiceSuffix(), false);
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Game.PlaySound("ackno.r00", false);
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var mobile = Unit.traits.Get<Traits.Mobile>();
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mobile.destination = Destination;
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mobile.desiredFacing = null;
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}
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}
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class DeployMcvOrder : Order
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{
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Actor Unit;
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int2 Location;
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public DeployMcvOrder( Actor unit, int2 location )
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{
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Unit = unit;
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Location = location;
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}
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public override void Apply( bool leftMouseButton )
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{
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if (leftMouseButton) return;
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Unit.traits.Get<Traits.McvDeploy>().DeployLocation = Location;
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var mobile = Unit.traits.Get<Traits.Mobile>();
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mobile.destination = mobile.toCell;
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mobile.SetNextAction( new Traits.Mobile.MoveTo( Destination ) );
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}
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}
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}
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@@ -5,37 +5,45 @@ using System.Text;
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namespace OpenRa.Game.Traits
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{
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class McvDeploy : IOrder, ITick
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class McvDeploy : IOrder
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{
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public int2? DeployLocation;
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public McvDeploy(Actor self)
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{
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}
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public Order Order(Actor self, int2 xy)
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{
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DeployLocation = null;
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// TODO: check that there's enough space at the destination.
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if( xy == self.Location )
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return new DeployMcvOrder( self, xy );
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return null;
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}
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}
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public void Tick(Actor self)
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class DeployMcvOrder : Order
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{
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if( self.Location != DeployLocation )
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return;
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Actor Unit;
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int2 Location;
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var mobile = self.traits.Get<Mobile>();
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mobile.desiredFacing = 96;
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if( mobile.moveFraction < mobile.moveFractionTotal )
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return;
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public DeployMcvOrder( Actor unit, int2 location )
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{
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Unit = unit;
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Location = location;
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}
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if( mobile.facing != mobile.desiredFacing )
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return;
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public override void Apply( bool leftMouseButton )
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{
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if( leftMouseButton ) return;
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Unit.traits.Get<Mobile>().SetNextAction( new Mobile.Turn( 96 ) { NextAction = new DeployAction() } );
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}
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class DeployAction : Mobile.CurrentAction
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{
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public Mobile.CurrentAction NextAction { get; set; }
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public void Tick( Actor self, Mobile mobile )
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{
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Game.world.AddFrameEndTask( _ =>
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{
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Game.world.Remove( self );
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@@ -44,3 +52,4 @@ namespace OpenRa.Game.Traits
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}
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}
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}
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}
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@@ -11,66 +11,33 @@ namespace OpenRa.Game.Traits
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{
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public Actor self;
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public int2 fromCell, destination;
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public int2 toCell { get { return self.Location; } }
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public int moveFraction, moveFractionTotal;
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public int2 fromCell;
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public int2 toCell { get { return self.Location; } set { self.Location = value; } }
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public int facing;
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public int? desiredFacing;
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public int Voice = Game.CosmeticRandom.Next(2);
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CurrentAction currentAction;
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public Mobile(Actor self)
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{
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this.self = self;
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fromCell = destination = self.Location;
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fromCell = toCell;
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}
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void UpdateCenterLocation()
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public void SetNextAction( CurrentAction nextAction )
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{
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float fraction = (moveFraction > 0) ? (float)moveFraction / moveFractionTotal : 0f;
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self.CenterLocation = new float2(12, 12) + Game.CellSize * float2.Lerp(fromCell, toCell, fraction);
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if( currentAction == null )
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currentAction = nextAction;
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else
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currentAction.NextAction = nextAction;
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}
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public void Tick(Actor self)
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{
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Move(self);
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UpdateCenterLocation();
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}
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void Move(Actor self)
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{
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if( fromCell != toCell )
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desiredFacing = Util.GetFacing( toCell - fromCell, facing );
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if( desiredFacing != null && desiredFacing != facing )
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{
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Util.TickFacing( ref facing, desiredFacing.Value, self.unitInfo.ROT );
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return;
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}
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desiredFacing = null;
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if( fromCell != toCell )
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moveFraction += ((UnitInfo.MobileInfo)self.unitInfo).Speed;
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if (moveFraction < moveFractionTotal)
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return;
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moveFraction = 0;
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moveFractionTotal = 0;
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fromCell = toCell;
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if (destination == toCell)
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return;
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List<int2> res = Game.pathFinder.FindUnitPath(toCell, PathFinder.DefaultEstimator(destination));
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if (res.Count != 0)
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{
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self.Location = res[res.Count - 1];
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int2 dir = toCell - fromCell;
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moveFractionTotal = (dir.X != 0 && dir.Y != 0) ? 70 : 50;
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}
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if( currentAction != null )
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currentAction.Tick( self, this );
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else
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destination = toCell;
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fromCell = toCell;
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}
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public Order Order(Actor self, int2 xy)
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@@ -80,5 +47,135 @@ namespace OpenRa.Game.Traits
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return null;
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}
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public interface CurrentAction
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{
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CurrentAction NextAction { set; }
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void Tick( Actor self, Mobile mobile );
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}
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public class Turn : CurrentAction
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{
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public CurrentAction NextAction { get; set; }
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public readonly int desiredFacing;
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public Turn( int desiredFacing )
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{
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this.desiredFacing = desiredFacing;
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}
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public void Tick( Actor self, Mobile mobile )
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{
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if( desiredFacing == mobile.facing )
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{
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mobile.currentAction = NextAction;
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if( NextAction != null )
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NextAction.Tick( self, mobile );
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return;
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}
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Util.TickFacing( ref mobile.facing, desiredFacing, self.unitInfo.ROT );
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}
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}
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public class MoveTo : CurrentAction
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{
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public CurrentAction NextAction { get; set; }
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int2 destination;
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List<int2> path;
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int moveFraction, moveFractionTotal;
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float2 from, to;
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Action<Actor, Mobile> OnComplete;
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public MoveTo( int2 destination )
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{
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this.destination = destination;
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}
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public void Tick( Actor self, Mobile mobile )
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{
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if( moveFractionTotal != 0 )
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{
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TickMove( self, mobile );
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return;
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}
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if( destination == self.Location )
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{
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mobile.currentAction = NextAction;
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return;
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}
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if( path == null )
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path = Game.pathFinder.FindUnitPath( self.Location, PathFinder.DefaultEstimator( destination ) );
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if( path.Count == 0 )
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{
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destination = mobile.toCell;
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return;
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}
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var nextCell = path[ path.Count - 1 ];
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int2 dir = nextCell - mobile.fromCell;
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var firstFacing = Util.GetFacing( dir, mobile.facing );
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if( firstFacing != mobile.facing )
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mobile.currentAction = new Turn( firstFacing ) { NextAction = this };
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else
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{
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mobile.toCell = nextCell;
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path.RemoveAt( path.Count - 1 );
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moveFractionTotal = ( dir.X != 0 && dir.Y != 0 ) ? 35 : 25;
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from = CenterOfCell( mobile.fromCell );
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to = BetweenCells( mobile.fromCell, mobile.toCell );
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OnComplete = OnCompleteFirstHalf;
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}
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mobile.currentAction.Tick( self, mobile );
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}
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void TickMove( Actor self, Mobile mobile )
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{
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moveFraction += ( self.unitInfo as UnitInfo.MobileInfo ).Speed;
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UpdateCenterLocation( self, (float)moveFraction / moveFractionTotal, from, to );
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if( moveFraction >= moveFractionTotal )
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{
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moveFraction -= moveFractionTotal;
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OnComplete( self, mobile );
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mobile.fromCell = mobile.toCell;
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}
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return;
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}
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static void UpdateCenterLocation( Actor self, float frac, float2 from, float2 to )
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{
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self.CenterLocation = float2.Lerp( from, to, frac );
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}
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static float2 CenterOfCell( int2 loc )
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{
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return new float2( 12, 12 ) + Game.CellSize * (float2)loc;
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}
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static float2 BetweenCells( int2 from, int2 to )
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{
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return 0.5f * ( CenterOfCell( from ) + CenterOfCell( to ) );
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}
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void OnCompleteFirstHalf( Actor self, Mobile mobile )
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{
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from = BetweenCells( mobile.fromCell, mobile.toCell );
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to = CenterOfCell( mobile.toCell );
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OnComplete = OnCompleteSecondHalf;
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}
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void OnCompleteSecondHalf( Actor self, Mobile mobile )
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{
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moveFractionTotal = 0;
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self.CenterLocation = CenterOfCell( mobile.toCell );
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OnComplete = null;
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}
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}
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}
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}
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@@ -23,10 +23,7 @@ namespace OpenRa.Game.Traits
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public override IEnumerable<Pair<Sprite, float2>> Render(Actor self)
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{
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var mobile = self.traits.Get<Mobile>();
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float fraction = (mobile.moveFraction > 0) ? (float)mobile.moveFraction / mobile.moveFractionTotal : 0f;
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var centerLocation = new float2(12, 12) + Game.CellSize * float2.Lerp(mobile.fromCell, mobile.toCell, fraction);
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yield return Centered(anim.Image, centerLocation);
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yield return Centered( anim.Image, self.CenterLocation );
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}
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}
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}
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