Rework Carryall drop-off queueing and ordering.
This commit is contained in:
@@ -18,44 +18,34 @@ namespace OpenRA.Mods.Common.Activities
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public class DeliverUnit : Activity
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{
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readonly Actor self;
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readonly Carryable carryable;
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readonly Carryall carryall;
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readonly IPositionable positionable;
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readonly BodyOrientation body;
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readonly IFacing carryableFacing;
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readonly IFacing carryallFacing;
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readonly CPos destination;
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readonly IFacing facing;
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CPos? destination;
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enum DeliveryState { Transport, Land, Wait, Release, TakeOff, Done, Aborted }
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DeliveryState state;
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public DeliverUnit(Actor self, CPos destination)
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public DeliverUnit(Actor self, CPos? destination = null)
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{
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this.self = self;
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this.destination = destination;
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carryallFacing = self.Trait<IFacing>();
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facing = self.Trait<IFacing>();
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carryall = self.Trait<Carryall>();
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body = self.Trait<BodyOrientation>();
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carryable = carryall.Carryable.Trait<Carryable>();
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positionable = carryall.Carryable.Trait<IPositionable>();
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carryableFacing = carryall.Carryable.Trait<IFacing>();
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state = DeliveryState.Transport;
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}
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CPos? FindDropLocation(CPos targetCell, WDist maxSearchDistance)
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{
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var positionable = carryall.Carryable.Trait<IPositionable>();
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// The easy case
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if (positionable.CanEnterCell(targetCell))
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if (positionable.CanEnterCell(targetCell, self))
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return targetCell;
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var cellRange = (maxSearchDistance.Length + 1023) / 1024;
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var centerPosition = self.World.Map.CenterOfCell(targetCell);
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foreach (var c in self.World.Map.FindTilesInCircle(targetCell, cellRange))
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{
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if (!positionable.CanEnterCell(c))
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if (!positionable.CanEnterCell(c, self))
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continue;
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var delta = self.World.Map.CenterOfCell(c) - centerPosition;
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@@ -66,14 +56,6 @@ namespace OpenRA.Mods.Common.Activities
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return null;
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}
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// Check if we can drop the unit at our current location.
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bool CanDropHere()
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{
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var localOffset = carryall.CarryableOffset.Rotate(body.QuantizeOrientation(self, self.Orientation));
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var targetCell = self.World.Map.CellContaining(self.CenterPosition + body.LocalToWorld(localOffset));
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return positionable.CanEnterCell(targetCell);
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}
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public override Activity Tick(Actor self)
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{
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if (ChildActivity != null)
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@@ -83,120 +65,80 @@ namespace OpenRA.Mods.Common.Activities
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return this;
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}
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if (IsCanceling)
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if (IsCanceling || carryall.State != Carryall.CarryallState.Carrying || carryall.Carryable.IsDead)
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return NextActivity;
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if ((carryall.State == Carryall.CarryallState.Idle || carryall.Carryable.IsDead) && state != DeliveryState.TakeOff)
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state = DeliveryState.Aborted;
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if (destination == null)
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destination = self.Location;
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switch (state)
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var targetLocation = FindDropLocation(destination.Value, carryall.Info.DropRange);
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// Can't land, so wait at the target until something changes
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if (!targetLocation.HasValue)
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{
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case DeliveryState.Transport:
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{
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var targetLocation = FindDropLocation(destination, carryall.Info.DropRange);
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// Can't land, so wait at the target until something changes
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if (!targetLocation.HasValue)
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{
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QueueChild(self, new HeliFly(self, Target.FromCell(self.World, destination)), true);
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QueueChild(self, new Wait(25));
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return this;
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}
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var targetPosition = self.World.Map.CenterOfCell(targetLocation.Value);
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var localOffset = carryall.CarryableOffset.Rotate(body.QuantizeOrientation(self, self.Orientation));
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var carryablePosition = self.CenterPosition + body.LocalToWorld(localOffset);
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if ((carryablePosition - targetPosition).HorizontalLengthSquared != 0)
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{
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// For non-zero offsets the drop position depends on the carryall facing
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// We therefore need to predict/correct for the facing *at the drop point*
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if (carryall.CarryableOffset.HorizontalLengthSquared != 0)
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{
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var facing = (targetPosition - self.CenterPosition).Yaw.Facing;
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localOffset = carryall.CarryableOffset.Rotate(body.QuantizeOrientation(self, WRot.FromFacing(facing)));
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QueueChild(self, new HeliFly(self, Target.FromPos(targetPosition - body.LocalToWorld(localOffset))), true);
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QueueChild(self, new Turn(self, facing));
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return this;
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}
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QueueChild(self, new HeliFly(self, Target.FromPos(targetPosition)), true);
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return this;
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}
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state = DeliveryState.Land;
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return this;
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}
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case DeliveryState.Land:
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{
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if (!CanDropHere())
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{
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state = DeliveryState.Transport;
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return this;
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}
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// Make sure that the carried actor is on the ground before releasing it
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var localOffset = carryall.CarryableOffset.Rotate(body.QuantizeOrientation(self, self.Orientation));
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var carryablePosition = self.CenterPosition + body.LocalToWorld(localOffset);
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if (self.World.Map.DistanceAboveTerrain(carryablePosition) != WDist.Zero)
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{
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QueueChild(self, new HeliLand(self, false, -new WDist(carryall.CarryableOffset.Z)), true);
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return this;
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}
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state = carryall.Info.UnloadingDelay > 0 ? DeliveryState.Wait : DeliveryState.Release;
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return this;
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}
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case DeliveryState.Wait:
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state = DeliveryState.Release;
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QueueChild(self, new Wait(carryall.Info.UnloadingDelay, false), true);
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return this;
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case DeliveryState.Release:
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if (!CanDropHere())
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{
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state = DeliveryState.Transport;
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return this;
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}
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Release();
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state = DeliveryState.TakeOff;
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return this;
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case DeliveryState.TakeOff:
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QueueChild(self, new HeliFly(self, Target.FromPos(self.CenterPosition)), true);
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state = DeliveryState.Done;
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return this;
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case DeliveryState.Aborted:
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carryall.UnreserveCarryable(self);
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break;
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QueueChild(self, new HeliFly(self, Target.FromCell(self.World, destination.Value)), true);
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QueueChild(self, new Wait(25));
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return this;
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}
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return NextActivity;
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// Move to drop-off location
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var targetPosition = self.World.Map.CenterOfCell(targetLocation.Value);
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var localOffset = carryall.CarryableOffset.Rotate(body.QuantizeOrientation(self, self.Orientation));
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var carryablePosition = self.CenterPosition + body.LocalToWorld(localOffset);
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if ((carryablePosition - targetPosition).HorizontalLengthSquared != 0)
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{
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// For non-zero offsets the drop position depends on the carryall facing
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// We therefore need to predict/correct for the facing *at the drop point*
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if (carryall.CarryableOffset.HorizontalLengthSquared != 0)
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{
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var facing = (targetPosition - self.CenterPosition).Yaw.Facing;
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localOffset = carryall.CarryableOffset.Rotate(body.QuantizeOrientation(self, WRot.FromFacing(facing)));
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QueueChild(self, new HeliFly(self, Target.FromPos(targetPosition - body.LocalToWorld(localOffset))), true);
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QueueChild(self, new Turn(self, facing));
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return this;
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}
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QueueChild(self, new HeliFly(self, Target.FromPos(targetPosition)), true);
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return this;
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}
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// Make sure that the carried actor is on the ground before releasing it
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if (self.World.Map.DistanceAboveTerrain(carryablePosition) != WDist.Zero)
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QueueChild(self, new HeliLand(self, true), true);
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// Pause briefly before releasing for visual effect
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if (carryall.Info.UnloadingDelay > 0)
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QueueChild(self, new Wait(carryall.Info.UnloadingDelay, false), true);
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// Release carried actor
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QueueChild(self, new CallFunc(Release));
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QueueChild(self, new HeliFly(self, Target.FromPos(self.CenterPosition)));
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return this;
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}
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void Release()
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{
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self.Trait<Aircraft>().RemoveInfluence();
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var localOffset = carryall.CarryableOffset.Rotate(body.QuantizeOrientation(self, self.Orientation));
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var targetPosition = self.CenterPosition + body.LocalToWorld(localOffset);
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var targetLocation = self.World.Map.CellContaining(targetPosition);
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positionable.SetPosition(carryall.Carryable, targetLocation, SubCell.FullCell);
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carryall.Carryable.Trait<IPositionable>().SetPosition(carryall.Carryable, targetLocation, SubCell.FullCell);
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// HACK: directly manipulate the turret facings to match the new orientation
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// This can eventually go away, when we make turret facings relative to the body
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var facingDelta = carryallFacing.Facing - carryableFacing.Facing;
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var carryableFacing = carryall.Carryable.Trait<IFacing>();
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var facingDelta = facing.Facing - carryableFacing.Facing;
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foreach (var t in carryall.Carryable.TraitsImplementing<Turreted>())
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t.TurretFacing += facingDelta;
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carryableFacing.Facing = carryallFacing.Facing;
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carryableFacing.Facing = facing.Facing;
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// Put back into world
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self.World.AddFrameEndTask(w =>
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{
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var cargo = carryall.Carryable;
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var carryable = carryall.Carryable.Trait<Carryable>();
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w.Add(cargo);
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carryall.DetachCarryable(self);
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carryable.UnReserve(cargo);
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