Fix Wanders to be usable on its own
Allows unarmed actors like civilians or harmless critters to wander around when idle. Additionally made it upgradable.
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@@ -15,7 +15,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Wanders around aimlessly while idle.")]
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public abstract class WandersInfo : ITraitInfo
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public class WandersInfo : UpgradableTraitInfo, Requires<IMoveInfo>
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{
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public readonly int WanderMoveRadius = 1;
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@@ -28,13 +28,14 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Maximum amount of ticks the actor will sit idly before starting to wander.")]
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public readonly int MaxMoveDelay = 0;
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public abstract object Create(ActorInitializer init);
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public override object Create(ActorInitializer init) { return new Wanders(init.Self, this); }
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}
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public class Wanders : INotifyIdle, INotifyBecomingIdle
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public class Wanders : UpgradableTrait<WandersInfo>, INotifyCreated, INotifyIdle, INotifyBecomingIdle
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{
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readonly Actor self;
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readonly WandersInfo info;
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IResolveOrder move;
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int countdown;
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int ticksIdle;
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@@ -42,12 +43,18 @@ namespace OpenRA.Mods.Common.Traits
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bool firstTick = true;
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public Wanders(Actor self, WandersInfo info)
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: base(info)
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{
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this.self = self;
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this.info = info;
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effectiveMoveRadius = info.WanderMoveRadius;
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}
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void INotifyCreated.Created(Actor self)
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{
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move = self.Trait<IMove>() as IResolveOrder;
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}
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public virtual void OnBecomingIdle(Actor self)
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{
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countdown = self.World.SharedRandom.Next(info.MinMoveDelay, info.MaxMoveDelay);
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@@ -55,6 +62,9 @@ namespace OpenRA.Mods.Common.Traits
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public virtual void TickIdle(Actor self)
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{
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if (IsTraitDisabled)
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return;
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// OnBecomingIdle has not been called yet at this point, so set the initial countdown here
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if (firstTick)
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{
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@@ -93,7 +103,7 @@ namespace OpenRA.Mods.Common.Traits
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public virtual void DoAction(Actor self, CPos targetCell)
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{
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throw new NotImplementedException("Base class Wanders does not implement method DoAction!");
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move.ResolveOrder(self, new Order("Move", self, false) { TargetLocation = targetCell });
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}
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}
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}
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@@ -149,7 +149,7 @@ namespace OpenRA.Mods.D2k.Activities
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sandworm.IsAttacking = false;
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// There is a chance that the worm would just go away after attacking
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if (self.World.SharedRandom.Next(100) <= sandworm.Info.ChanceToDisappear)
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if (self.World.SharedRandom.Next(100) <= sandworm.WormInfo.ChanceToDisappear)
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{
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self.CancelActivity();
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self.World.AddFrameEndTask(w => self.Dispose());
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@@ -35,7 +35,7 @@ namespace OpenRA.Mods.D2k.Traits
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class Sandworm : Wanders, ITick, INotifyActorDisposing
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{
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public readonly SandwormInfo Info;
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public readonly SandwormInfo WormInfo;
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readonly WormManager manager;
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readonly Mobile mobile;
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@@ -50,7 +50,7 @@ namespace OpenRA.Mods.D2k.Traits
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public Sandworm(Actor self, SandwormInfo info)
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: base(self, info)
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{
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Info = info;
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WormInfo = info;
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mobile = self.Trait<Mobile>();
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attackTrait = self.Trait<AttackBase>();
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manager = self.World.WorldActor.Trait<WormManager>();
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@@ -78,10 +78,10 @@ namespace OpenRA.Mods.D2k.Traits
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void RescanForTargets(Actor self)
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{
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targetCountdown = Info.TargetRescanInterval;
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targetCountdown = WormInfo.TargetRescanInterval;
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// If close enough, we don't care about other actors.
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var target = self.World.FindActorsInCircle(self.CenterPosition, Info.IgnoreNoiseAttackRange)
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var target = self.World.FindActorsInCircle(self.CenterPosition, WormInfo.IgnoreNoiseAttackRange)
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.FirstOrDefault(x => attackTrait.HasAnyValidWeapons(Target.FromActor(x)));
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if (target != null)
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{
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@@ -98,7 +98,7 @@ namespace OpenRA.Mods.D2k.Traits
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return mobile.CanEnterCell(a.Location, null, false);
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};
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var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, Info.MaxSearchRadius)
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var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, WormInfo.MaxSearchRadius)
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.Where(isValidTarget).SelectMany(a => a.TraitsImplementing<AttractsWorms>());
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var noiseDirection = actorsInRange.Aggregate(WVec.Zero, (a, b) => a + b.AttractionAtPosition(self.CenterPosition));
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