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.
This commit is contained in:
reaperrr
2016-06-25 12:45:58 +02:00
parent c643a0abd6
commit 09e365bc4a
3 changed files with 20 additions and 10 deletions

View File

@@ -15,7 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Wanders around aimlessly while idle.")]
public abstract class WandersInfo : ITraitInfo
public class WandersInfo : UpgradableTraitInfo, Requires<IMoveInfo>
{
public readonly int WanderMoveRadius = 1;
@@ -28,13 +28,14 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Maximum amount of ticks the actor will sit idly before starting to wander.")]
public readonly int MaxMoveDelay = 0;
public abstract object Create(ActorInitializer init);
public override object Create(ActorInitializer init) { return new Wanders(init.Self, this); }
}
public class Wanders : INotifyIdle, INotifyBecomingIdle
public class Wanders : UpgradableTrait<WandersInfo>, INotifyCreated, INotifyIdle, INotifyBecomingIdle
{
readonly Actor self;
readonly WandersInfo info;
IResolveOrder move;
int countdown;
int ticksIdle;
@@ -42,12 +43,18 @@ namespace OpenRA.Mods.Common.Traits
bool firstTick = true;
public Wanders(Actor self, WandersInfo info)
: base(info)
{
this.self = self;
this.info = info;
effectiveMoveRadius = info.WanderMoveRadius;
}
void INotifyCreated.Created(Actor self)
{
move = self.Trait<IMove>() as IResolveOrder;
}
public virtual void OnBecomingIdle(Actor self)
{
countdown = self.World.SharedRandom.Next(info.MinMoveDelay, info.MaxMoveDelay);
@@ -55,6 +62,9 @@ namespace OpenRA.Mods.Common.Traits
public virtual void TickIdle(Actor self)
{
if (IsTraitDisabled)
return;
// OnBecomingIdle has not been called yet at this point, so set the initial countdown here
if (firstTick)
{
@@ -93,7 +103,7 @@ namespace OpenRA.Mods.Common.Traits
public virtual void DoAction(Actor self, CPos targetCell)
{
throw new NotImplementedException("Base class Wanders does not implement method DoAction!");
move.ResolveOrder(self, new Order("Move", self, false) { TargetLocation = targetCell });
}
}
}