move Mobile et al into Mods/
This commit is contained in:
403
OpenRA.Mods.RA/Move/Mobile.cs
Executable file
403
OpenRA.Mods.RA/Move/Mobile.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.Traits.Activities;
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using OpenRA.FileFormats;
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using System.Diagnostics;
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using OpenRA.Orders;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Move
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{
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public class MobileInfo : ITraitInfo
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{
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[FieldLoader.LoadUsing( "LoadSpeeds" )]
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public readonly Dictionary<string, TerrainInfo> TerrainSpeeds;
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[FieldLoader.Load] public readonly string[] Crushes;
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[FieldLoader.Load] public readonly int WaitAverage = 60;
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[FieldLoader.Load] public readonly int WaitSpread = 20;
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[FieldLoader.Load] public readonly int InitialFacing = 128;
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[FieldLoader.Load] public readonly int ROT = 255;
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[FieldLoader.Load] public readonly int Speed = 1;
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[FieldLoader.Load] public readonly bool OnRails = false;
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public virtual object Create(ActorInitializer init) { return new Mobile(init, this); }
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static object LoadSpeeds( MiniYaml y )
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{
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Dictionary<string,TerrainInfo> ret = new Dictionary<string, TerrainInfo>();
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foreach (var t in y.NodesDict["TerrainSpeeds"].Nodes)
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{
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var speed = (float)FieldLoader.GetValue("speed", typeof(float),t.Value.Value);
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var cost = t.Value.NodesDict.ContainsKey("PathingCost") ? (int)FieldLoader.GetValue("cost", typeof(int), t.Value.NodesDict["PathingCost"].Value) : (int)(10000/speed);
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ret.Add(t.Key, new TerrainInfo{Speed = speed, Cost = cost});
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}
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return ret;
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}
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public class TerrainInfo
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{
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public int Cost = int.MaxValue;
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public float Speed = 0;
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}
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}
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public class Mobile : IIssueOrder, IResolveOrder, IOrderVoice, IOccupySpace, IMove, IFacing, INudge
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{
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public readonly Actor self;
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public readonly MobileInfo Info;
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public bool IsMoving { get; internal set; }
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int __facing;
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int2 __fromCell, __toCell;
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int __altitude;
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[Sync]
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public int Facing
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{
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get { return __facing; }
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set { __facing = value; }
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}
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[Sync]
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public int Altitude
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{
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get { return __altitude; }
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set { __altitude = value; }
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}
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public int ROT { get { return Info.ROT; } }
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public int InitialFacing { get { return Info.InitialFacing; } }
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[Sync]
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public int2 PxPosition { get; set; }
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[Sync]
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public int2 fromCell { get { return __fromCell; } }
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[Sync]
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public int2 toCell { get { return __toCell; } }
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[Sync]
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public int PathHash; // written by Move.EvalPath, to temporarily debug this crap.
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public void SetLocation(int2 from, int2 to)
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{
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if (fromCell == from && toCell == to) return;
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RemoveInfluence();
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__fromCell = from;
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__toCell = to;
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AddInfluence();
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}
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UnitInfluence uim;
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const int avgTicksBeforePathing = 5;
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const int spreadTicksBeforePathing = 5;
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internal int ticksBeforePathing = 0;
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public Mobile(ActorInitializer init, MobileInfo info)
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{
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this.self = init.self;
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this.Info = info;
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uim = self.World.WorldActor.Trait<UnitInfluence>();
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if (init.Contains<LocationInit>())
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{
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this.__fromCell = this.__toCell = init.Get<LocationInit,int2>();
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this.PxPosition = Util.CenterOfCell( fromCell );
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AddInfluence();
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}
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this.Facing = init.Contains<FacingInit>() ? init.Get<FacingInit,int>() : info.InitialFacing;
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this.Altitude = init.Contains<AltitudeInit>() ? init.Get<AltitudeInit,int>() : 0;
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}
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public void SetPosition(Actor self, int2 cell)
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{
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SetLocation( cell, cell );
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PxPosition = Util.CenterOfCell(fromCell);
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}
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public void SetPxPosition( Actor self, int2 px )
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{
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var cell = Util.CellContaining( px );
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SetLocation( cell, cell );
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PxPosition = px;
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}
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public IEnumerable<IOrderTargeter> Orders { get { yield return new MoveOrderTargeter( Info ); } }
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// Note: Returns a valid order even if the unit can't move to the target
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public Order IssueOrder( Actor self, IOrderTargeter order, Target target )
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{
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if( order is MoveOrderTargeter )
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{
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if( Info.OnRails ) return null;
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return new Order( "Move", self, Util.CellContaining( target.CenterLocation ), false );
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}
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return null;
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}
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public int2 NearestMoveableCell(int2 target)
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{
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if (CanEnterCell(target))
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return target;
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var searched = new List<int2>(){};
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// Limit search to a radius of 10 tiles
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for (int r = 1; r < 10; r++)
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foreach (var tile in self.World.FindTilesInCircle(target,r).Except(searched))
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{
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if (CanEnterCell(tile))
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return tile;
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searched.Add(tile);
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}
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// Couldn't find a cell
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return target;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Move")
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{
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int2 currentLocation = NearestMoveableCell(order.TargetLocation);
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if (!CanEnterCell(currentLocation))
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return;
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if( !order.Queued ) self.CancelActivity();
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self.QueueActivity(new Move(currentLocation, 8));
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if (self.Owner == self.World.LocalPlayer)
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self.World.AddFrameEndTask(w =>
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{
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if (self.Destroyed) return;
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w.Add(new MoveFlash(self.World, order.TargetLocation));
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var line = self.TraitOrDefault<DrawLineToTarget>();
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if (line != null)
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line.SetTarget(self, Target.FromCell(currentLocation), Color.Green);
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});
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ticksBeforePathing = avgTicksBeforePathing +
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self.World.SharedRandom.Next( -spreadTicksBeforePathing, spreadTicksBeforePathing );
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}
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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if (order.OrderString == "Move")
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return "Move";
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return null;
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}
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public int2 TopLeft { get { return toCell; } }
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public IEnumerable<int2> OccupiedCells()
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{
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return (fromCell == toCell)
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? new[] { fromCell }
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: CanEnterCell(toCell)
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? new[] { toCell }
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: new[] { fromCell, toCell };
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}
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public bool CanEnterCell(int2 p)
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{
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return CanEnterCell( p, null, true);
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}
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public static bool CanEnterCell( World world, MobileInfo mi, int2 cell, Actor ignoreActor, bool checkTransientActors )
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{
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var bim = world.WorldActor.Trait<BuildingInfluence>();
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var uim = world.WorldActor.Trait<UnitInfluence>();
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return Mobile.CanEnterCell( mi, world, uim, bim, cell, ignoreActor, checkTransientActors );
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}
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public bool CanEnterCell( int2 cell, Actor ignoreActor, bool checkTransientActors )
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{
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var bim = self.World.WorldActor.Trait<BuildingInfluence>();
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var uim = self.World.WorldActor.Trait<UnitInfluence>();
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return CanEnterCell( Info, self.World, uim, bim, cell, ignoreActor, checkTransientActors );
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}
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public static bool CanEnterCell( MobileInfo mobileInfo, World world, UnitInfluence uim, BuildingInfluence bim, int2 cell, Actor ignoreActor, bool checkTransientActors )
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{
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if (MovementCostForCell(mobileInfo, world, cell) == int.MaxValue)
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return false;
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// Check for buildings
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var building = bim.GetBuildingBlocking(cell);
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if (building != null && building != ignoreActor)
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{
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if (mobileInfo.Crushes == null)
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return false;
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var crushable = building.TraitsImplementing<ICrushable>();
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if (crushable.Count() == 0)
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return false;
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if (!crushable.Any(b => b.CrushClasses.Intersect(mobileInfo.Crushes).Any()))
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return false;
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}
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// Check mobile actors
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var blockingActors = uim.GetUnitsAt( cell ).Where( x => x != ignoreActor ).ToList();
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if (checkTransientActors && blockingActors.Count > 0)
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{
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// We can enter a cell with nonshareable units only if we can crush all of them
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if (mobileInfo.Crushes == null)
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return false;
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if (blockingActors.Any(a => !(a.HasTrait<ICrushable>() &&
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a.TraitsImplementing<ICrushable>().Any(b => b.CrushClasses.Intersect(mobileInfo.Crushes).Any()))))
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return false;
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}
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return true;
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}
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public void FinishedMoving(Actor self)
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{
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var crushable = uim.GetUnitsAt(toCell).Where(a => a != self && a.HasTrait<ICrushable>());
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foreach (var a in crushable)
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{
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var crushActions = a.TraitsImplementing<ICrushable>().Where(b => b.CrushClasses.Intersect(Info.Crushes).Any());
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foreach (var b in crushActions)
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b.OnCrush(self);
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}
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}
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public static int MovementCostForCell(MobileInfo info, World world, int2 cell)
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{
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if (!world.Map.IsInMap(cell.X,cell.Y))
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return int.MaxValue;
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var type = world.GetTerrainType(cell);
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if (!info.TerrainSpeeds.ContainsKey(type))
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return int.MaxValue;
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return info.TerrainSpeeds[type].Cost;
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}
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public float MovementSpeedForCell(Actor self, int2 cell)
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{
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var type = self.World.GetTerrainType(cell);
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if (!Info.TerrainSpeeds.ContainsKey(type))
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return 0;
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var modifier = self
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.TraitsImplementing<ISpeedModifier>()
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.Select(t => t.GetSpeedModifier())
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.Product();
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return Info.Speed * Info.TerrainSpeeds[type].Speed * modifier / 100f;
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}
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public void AddInfluence()
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{
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uim.Add( self, this );
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}
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public void RemoveInfluence()
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{
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uim.Remove( self, this );
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}
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public void OnNudge(Actor self, Actor nudger)
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{
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/* initial fairly braindead implementation. */
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if (self.Owner.Stances[nudger.Owner] != Stance.Ally)
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return; /* don't allow ourselves to be pushed around
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* by the enemy! */
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if (!self.IsIdle)
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return; /* don't nudge if we're busy doing something! */
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// pick an adjacent available cell.
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var availCells = new List<int2>();
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var notStupidCells = new List<int2>();
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for( var i = -1; i < 2; i++ )
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for (var j = -1; j < 2; j++)
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{
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var p = toCell + new int2(i, j);
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if (CanEnterCell(p))
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availCells.Add(p);
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else
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if (p != nudger.Location && p != toCell)
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notStupidCells.Add(p);
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}
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var moveTo = availCells.Any() ? availCells.Random(self.World.SharedRandom) :
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notStupidCells.Any() ? notStupidCells.Random(self.World.SharedRandom) : (int2?)null;
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if (moveTo.HasValue)
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{
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self.CancelActivity();
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if (self.Owner == self.World.LocalPlayer)
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self.World.AddFrameEndTask(w =>
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{
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if (self.Destroyed) return;
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var line = self.TraitOrDefault<DrawLineToTarget>();
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if (line != null)
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line.SetTargetSilently(self, Target.FromCell(moveTo.Value), Color.Green);
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});
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self.QueueActivity(new Move(moveTo.Value, 0));
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Log.Write("debug", "OnNudge #{0} from {1} to {2}",
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self.ActorID, self.Location, moveTo.Value);
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}
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else
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Log.Write("debug", "OnNudge #{0} refuses at {1}",
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self.ActorID, self.Location);
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}
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class MoveOrderTargeter : IOrderTargeter
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{
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readonly MobileInfo unitType;
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public MoveOrderTargeter( MobileInfo unitType )
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{
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this.unitType = unitType;
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}
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public string OrderID { get { return "Move"; } }
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public int OrderPriority { get { return 4; } }
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public bool CanTargetUnit( Actor self, Actor target, bool forceAttack, bool forceMove, ref string cursor )
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{
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return false;
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}
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public bool CanTargetLocation( Actor self, int2 location, List<Actor> actorsAtLocation, bool forceAttack, bool forceMove, ref string cursor )
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{
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cursor = "move";
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if( self.World.LocalPlayer.Shroud.IsVisible( location ) && !self.Trait<Mobile>().CanEnterCell( location ) )
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cursor = "move-blocked";
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return true;
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}
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}
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public IActivity MoveTo( int2 cell ) { return new Move( cell ); }
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public IActivity MoveTo( int2 cell, int range ) { return new Move( cell, range ); }
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public IActivity MoveTo( int2 cell, Actor ignoredActor ) { return new Move( cell, ignoredActor ); }
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public IActivity MoveTo( Actor target, int range ) { return new Move( target, range ); }
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public IActivity MoveTo( Target target, int range ) { return new Move( target, range ); }
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public IActivity MoveTo( Func<List<int2>> pathFunc ) { return new Move( pathFunc ); }
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}
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}
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Reference in New Issue
Block a user