Move carryall code to Mods.Common.

This commit is contained in:
Paul Chote
2016-06-21 21:17:25 +01:00
parent 526f851489
commit 2355ad9dd1
7 changed files with 10 additions and 22 deletions

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#region Copyright & License Information
/*
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class DeliverUnit : Activity
{
readonly Actor self;
readonly Actor cargo;
readonly IMove movement;
readonly Carryable carryable;
readonly Carryall carryall;
readonly Aircraft aircraft;
readonly IPositionable positionable;
readonly IFacing cargoFacing;
readonly IFacing selfFacing;
enum State { Transport, Land, Release }
State state;
public DeliverUnit(Actor self)
{
carryall = self.Trait<Carryall>();
this.self = self;
cargo = carryall.Carrying;
movement = self.Trait<IMove>();
carryable = cargo.Trait<Carryable>();
aircraft = self.Trait<Aircraft>();
positionable = cargo.Trait<IPositionable>();
cargoFacing = cargo.Trait<IFacing>();
selfFacing = self.Trait<IFacing>();
state = State.Transport;
}
// Find a suitable location to drop our carryable
CPos GetLocationToDrop(CPos requestedPosition)
{
if (positionable.CanEnterCell(requestedPosition))
return requestedPosition;
var candidateCells = Util.AdjacentCells(self.World, Target.FromCell(self.World, requestedPosition));
// TODO: This will behave badly if there is no suitable drop point nearby
do
{
foreach (var c in candidateCells)
if (positionable.CanEnterCell(c))
return c;
// Expanding dropable cells search area
// TODO: This also includes all of the cells we have just checked
candidateCells = Util.ExpandFootprint(candidateCells, true);
} while (true);
}
// Check if we can drop the unit at our current location.
bool CanDropHere()
{
return positionable.CanEnterCell(self.Location);
}
public override Activity Tick(Actor self)
{
if (cargo.IsDead || !carryall.IsBusy)
{
carryall.UnreserveCarryable();
return NextActivity;
}
switch (state)
{
case State.Transport:
var targetl = GetLocationToDrop(carryable.Destination);
state = State.Land;
return ActivityUtils.SequenceActivities(movement.MoveTo(targetl, 0), this);
case State.Land:
if (!CanDropHere())
{
state = State.Transport;
return this;
}
if (HeliFly.AdjustAltitude(self, aircraft, aircraft.Info.LandAltitude))
return this;
state = State.Release;
return ActivityUtils.SequenceActivities(new Wait(15), this);
case State.Release:
if (!CanDropHere())
{
state = State.Transport;
return this;
}
Release();
return NextActivity;
}
return NextActivity;
}
void Release()
{
positionable.SetPosition(cargo, self.Location, SubCell.FullCell);
cargoFacing.Facing = selfFacing.Facing;
// Put back into world
self.World.AddFrameEndTask(w =>
{
cargo.World.Add(cargo);
carryall.UnreserveCarryable();
});
// Unlock carryable
carryall.CarryableReleased();
carryable.Dropped();
}
public override void Cancel(Actor self)
{
// TODO: Drop the unit at the nearest available cell
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class PickupUnit : Activity
{
readonly Actor cargo;
readonly IMove movement;
readonly Carryable carryable;
readonly Carryall carryall;
readonly Aircraft aircraft;
readonly IFacing cargoFacing;
readonly IFacing selfFacing;
enum State { Intercept, LockCarryable, MoveToCarryable, Turn, Pickup, TakeOff }
State state;
public PickupUnit(Actor self, Actor cargo)
{
this.cargo = cargo;
carryable = cargo.Trait<Carryable>();
cargoFacing = cargo.Trait<IFacing>();
movement = self.Trait<IMove>();
carryall = self.Trait<Carryall>();
aircraft = self.Trait<Aircraft>();
selfFacing = self.Trait<IFacing>();
state = State.Intercept;
}
public override Activity Tick(Actor self)
{
if (cargo.IsDead || !carryall.IsBusy)
{
carryall.UnreserveCarryable();
return NextActivity;
}
switch (state)
{
case State.Intercept:
state = State.LockCarryable;
return ActivityUtils.SequenceActivities(movement.MoveWithinRange(Target.FromActor(cargo), WDist.FromCells(4)), this);
case State.LockCarryable:
// Last check
if (carryable.StandbyForPickup(self))
{
state = State.MoveToCarryable;
return this;
}
// We got cancelled
carryall.UnreserveCarryable();
return NextActivity;
case State.MoveToCarryable: // We arrived, move on top
if (self.Location == cargo.Location)
{
state = State.Turn;
return this;
}
return ActivityUtils.SequenceActivities(movement.MoveTo(cargo.Location, 0), this);
case State.Turn: // Align facing and Land
if (selfFacing.Facing != cargoFacing.Facing)
return ActivityUtils.SequenceActivities(new Turn(self, cargoFacing.Facing), this);
state = State.Pickup;
return ActivityUtils.SequenceActivities(new HeliLand(self, false), new Wait(10), this);
case State.Pickup:
// Remove our carryable from world
self.World.AddFrameEndTask(w => cargo.World.Remove(cargo));
carryall.AttachCarryable(cargo);
state = State.TakeOff;
return this;
case State.TakeOff:
if (HeliFly.AdjustAltitude(self, aircraft, aircraft.Info.CruiseAltitude))
return this;
return NextActivity;
}
return NextActivity;
}
public override void Cancel(Actor self)
{
// TODO: Drop the unit at the nearest available cell
}
}
}

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<Compile Include="FileFormats\MSCabCompression.cs" />
<Compile Include="UtilityCommands\OutputActorMiniYamlCommand.cs" />
<Compile Include="Traits\World\ScriptLobbyDropdown.cs" />
<Compile Include="Activities\DeliverUnit.cs" />
<Compile Include="Activities\PickupUnit.cs" />
<Compile Include="Traits\Carryable.cs" />
<Compile Include="Traits\Carryall.cs" />
<Compile Include="Traits\Buildings\FreeActorWithDelivery.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>

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#region Copyright & License Information
/*
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Mods.Common.Activities;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Player receives a unit for free once the building is placed.",
"If you want more than one unit to be delivered, copy this section and assign IDs like FreeActorWithDelivery@2, ...")]
public class FreeActorWithDeliveryInfo : FreeActorInfo
{
[ActorReference, FieldLoader.Require]
[Desc("Name of the delivering actor. This actor must have the `Carryall` trait")]
public readonly string DeliveringActor = null;
[Desc("Cell coordinates for spawning the delivering actor. If left blank, the closest edge cell will be chosen.")]
public readonly CPos SpawnLocation = CPos.Zero;
[Desc("Offset relative to the top-left cell of the building.")]
public readonly CVec DeliveryOffset = CVec.Zero;
public override object Create(ActorInitializer init) { return new FreeActorWithDelivery(init, this); }
}
public class FreeActorWithDelivery
{
public readonly FreeActorWithDeliveryInfo Info;
readonly Actor self;
public FreeActorWithDelivery(ActorInitializer init, FreeActorWithDeliveryInfo info)
{
self = init.Self;
Info = info;
DoDelivery(self.Location + info.DeliveryOffset, info.Actor, info.DeliveringActor);
}
public void DoDelivery(CPos location, string actorName, string carrierActorName)
{
Actor cargo;
Actor carrier;
CreateActors(actorName, carrierActorName, out cargo, out carrier);
var carryable = cargo.Trait<Carryable>();
carryable.Destination = location;
carryable.Reserve(carrier);
carrier.Trait<Carryall>().AttachCarryable(cargo);
carrier.QueueActivity(new DeliverUnit(carrier));
carrier.QueueActivity(new HeliFly(carrier, Target.FromCell(self.World, self.World.Map.ChooseRandomEdgeCell(self.World.SharedRandom))));
carrier.QueueActivity(new RemoveSelf());
self.World.AddFrameEndTask(w => self.World.Add(carrier));
}
void CreateActors(string actorName, string deliveringActorName, out Actor cargo, out Actor carrier)
{
// Get a carryall spawn location
var location = Info.SpawnLocation;
if (location == CPos.Zero)
location = self.World.Map.ChooseClosestEdgeCell(self.Location);
var spawn = self.World.Map.CenterOfCell(location);
var initialFacing = self.World.Map.FacingBetween(location, self.Location, 0);
// If aircraft, spawn at cruise altitude
var aircraftInfo = self.World.Map.Rules.Actors[deliveringActorName.ToLower()].TraitInfoOrDefault<AircraftInfo>();
if (aircraftInfo != null)
spawn += new WVec(0, 0, aircraftInfo.CruiseAltitude.Length);
// Create delivery actor
carrier = self.World.CreateActor(false, deliveringActorName, new TypeDictionary
{
new LocationInit(location),
new CenterPositionInit(spawn),
new OwnerInit(self.Owner),
new FacingInit(initialFacing)
});
// Create delivered actor
cargo = self.World.CreateActor(false, actorName, new TypeDictionary
{
new OwnerInit(self.Owner),
});
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Can be carried by units with the trait `Carryall`.")]
public class CarryableInfo : ITraitInfo, Requires<UpgradeManagerInfo>
{
[Desc("Required distance away from destination before requesting a pickup. Default is 6 cells.")]
public readonly WDist MinDistance = WDist.FromCells(6);
[UpgradeGrantedReference]
[Desc("The upgrades to grant to self while waiting or being carried.")]
public readonly string[] CarryableUpgrades = { };
public object Create(ActorInitializer init) { return new Carryable(init.Self, this); }
}
public class Carryable : INotifyHarvesterAction, ICallForTransport
{
readonly CarryableInfo info;
readonly Actor self;
readonly UpgradeManager upgradeManager;
public bool Reserved { get; private set; }
// If we're locked there isn't much we can do. We'll have to wait for the carrier to finish with us. We should not move or get new orders!
bool locked;
void Unlock()
{
if (!locked)
return;
locked = false;
foreach (var u in info.CarryableUpgrades)
upgradeManager.RevokeUpgrade(self, u, this);
}
void Lock()
{
if (locked)
return;
locked = true;
foreach (var u in info.CarryableUpgrades)
upgradeManager.GrantUpgrade(self, u, this);
}
public bool WantsTransport { get; set; }
public CPos Destination;
Activity afterLandActivity;
public Carryable(Actor self, CarryableInfo info)
{
this.info = info;
this.self = self;
upgradeManager = self.Trait<UpgradeManager>();
locked = false;
Reserved = false;
WantsTransport = false;
}
public void MovingToResources(Actor self, CPos targetCell, Activity next) { RequestTransport(targetCell, next); }
public void MovingToRefinery(Actor self, CPos targetCell, Activity next) { RequestTransport(targetCell, next); }
public WDist MinimumDistance { get { return info.MinDistance; } }
public void RequestTransport(CPos destination, Activity afterLandActivity)
{
var destPos = self.World.Map.CenterOfCell(destination);
if (destination == CPos.Zero || (self.CenterPosition - destPos).LengthSquared < info.MinDistance.LengthSquared)
{
WantsTransport = false; // Be sure to cancel any pending transports
return;
}
Destination = destination;
this.afterLandActivity = afterLandActivity;
WantsTransport = true;
if (locked || Reserved)
return;
// Inform all idle carriers
var carriers = self.World.ActorsWithTrait<Carryall>()
.Where(c => !c.Trait.IsBusy && !c.Actor.IsDead && c.Actor.Owner == self.Owner && c.Actor.IsInWorld)
.OrderBy(p => (self.Location - p.Actor.Location).LengthSquared);
// Is any carrier able to transport the actor?
// Any will return once it finds a carrier that returns true.
carriers.Any(carrier => carrier.Trait.RequestTransportNotify(self));
}
// No longer want to be carried
public void MovementCancelled(Actor self)
{
if (locked)
return;
WantsTransport = false;
afterLandActivity = null;
// TODO: We could implement something like a carrier.Trait<Carryall>().CancelTransportNotify(self) and call it here
}
// We do not handle Harvested notification
public void Harvested(Actor self, ResourceType resource) { }
public void Docked() { }
public void Undocked() { }
public Actor GetClosestIdleCarrier()
{
// Find carriers
var carriers = self.World.ActorsHavingTrait<Carryall>(c => !c.IsBusy)
.Where(a => a.Owner == self.Owner && a.IsInWorld);
return carriers.ClosestTo(self);
}
// This gets called by carrier after we touched down
public void Dropped()
{
WantsTransport = false;
Unlock();
if (afterLandActivity != null)
{
// HACK: Harvesters need special treatment to avoid getting stuck on resource fields,
// so if a Harvester's afterLandActivity is not DeliverResources, queue a new FindResources activity
var findResources = self.Info.HasTraitInfo<HarvesterInfo>() && !(afterLandActivity is DeliverResources);
if (findResources)
self.QueueActivity(new FindResources(self));
else
self.QueueActivity(false, afterLandActivity);
}
}
public bool Reserve(Actor carrier)
{
if (Reserved)
return false;
var destPos = self.World.Map.CenterOfCell(Destination);
if ((self.CenterPosition - destPos).LengthSquared < info.MinDistance.LengthSquared)
{
MovementCancelled(self);
return false;
}
Reserved = true;
return true;
}
public void UnReserve(Actor carrier)
{
Reserved = false;
Unlock();
}
// Prepare for transport pickup
public bool StandbyForPickup(Actor carrier)
{
if (Destination == CPos.Zero)
return false;
if (locked || !WantsTransport)
return false;
// Last chance to change our mind...
var destPos = self.World.Map.CenterOfCell(Destination);
if ((self.CenterPosition - destPos).LengthSquared < info.MinDistance.LengthSquared)
{
MovementCancelled(self);
return false;
}
// Cancel our activities
self.CancelActivity();
Lock();
return true;
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Automatically transports harvesters with the Carryable trait between resource fields and refineries.")]
public class CarryallInfo : ITraitInfo, Requires<BodyOrientationInfo>
{
[Desc("Set to false when the carryall should not automatically get new jobs.")]
public readonly bool Automatic = true;
public object Create(ActorInitializer init) { return new Carryall(init.Self, this); }
}
public class Carryall : INotifyBecomingIdle, INotifyKilled, ISync, IRender, INotifyActorDisposing
{
readonly Actor self;
readonly WDist carryHeight;
readonly CarryallInfo info;
// The actor we are currently carrying.
[Sync] public Actor Carrying { get; internal set; }
public bool IsCarrying { get; internal set; }
// TODO: Use ActorPreviews so that this can support actors with multiple sprites
Animation anim;
public bool IsBusy { get; internal set; }
public Carryall(Actor self, CarryallInfo info)
{
this.self = self;
this.info = info;
IsBusy = false;
IsCarrying = false;
var helicopter = self.Info.TraitInfoOrDefault<AircraftInfo>();
carryHeight = helicopter != null ? helicopter.LandAltitude : WDist.Zero;
}
public void OnBecomingIdle(Actor self)
{
if (info.Automatic)
FindCarryableForTransport();
if (!IsBusy)
self.QueueActivity(new HeliFlyCircle(self));
}
// A carryable notifying us that he'd like to be carried
public bool RequestTransportNotify(Actor carryable)
{
if (IsBusy || !info.Automatic)
return false;
if (ReserveCarryable(carryable))
{
self.QueueActivity(false, new PickupUnit(self, carryable));
self.QueueActivity(true, new DeliverUnit(self));
return true;
}
return false;
}
void FindCarryableForTransport()
{
if (!self.IsInWorld)
return;
// Get all carryables who want transport
var carryables = self.World.ActorsWithTrait<Carryable>()
.Where(p =>
{
var actor = p.Actor;
if (actor == null)
return false;
if (actor.Owner != self.Owner)
return false;
if (actor.IsDead)
return false;
var trait = p.Trait;
if (trait.Reserved)
return false;
if (!trait.WantsTransport)
return false;
if (actor.IsIdle)
return false;
return true;
})
.OrderBy(p => (self.Location - p.Actor.Location).LengthSquared);
foreach (var p in carryables)
{
// Check if its actually me who's the best candidate
if (p.Trait.GetClosestIdleCarrier() == self && ReserveCarryable(p.Actor))
{
self.QueueActivity(false, new PickupUnit(self, p.Actor));
self.QueueActivity(true, new DeliverUnit(self));
break;
}
}
}
// Reserve the carryable so its ours exclusively
public bool ReserveCarryable(Actor carryable)
{
if (Carrying != null)
return false;
if (carryable.Trait<Carryable>().Reserve(self))
{
Carrying = carryable;
IsBusy = true;
return true;
}
return false;
}
// Unreserve the carryable
public void UnreserveCarryable()
{
if (Carrying != null)
{
if (Carrying.IsInWorld && !Carrying.IsDead)
Carrying.Trait<Carryable>().UnReserve(self);
Carrying = null;
}
CarryableReleased();
}
// INotifyKilled
public void Killed(Actor self, AttackInfo e)
{
if (Carrying != null)
{
if (IsCarrying && Carrying.IsInWorld && !Carrying.IsDead)
Carrying.Kill(e.Attacker);
Carrying = null;
}
UnreserveCarryable();
}
public void Disposing(Actor self)
{
if (Carrying != null && IsCarrying)
{
Carrying.Dispose();
Carrying = null;
}
}
// Called when carryable is inside.
public void AttachCarryable(Actor carryable)
{
IsBusy = true;
IsCarrying = true;
Carrying = carryable;
// Create a new animation for our carryable unit
var rs = carryable.Trait<RenderSprites>();
anim = new Animation(self.World, rs.GetImage(carryable), RenderSprites.MakeFacingFunc(self));
anim.PlayRepeating("idle");
anim.IsDecoration = true;
}
// Called when released
public void CarryableReleased()
{
IsBusy = false;
IsCarrying = false;
anim = null;
}
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
{
// Render the carryable below us TODO: Implement RenderSprites trait
if (anim != null && !self.World.FogObscures(self))
{
anim.Tick();
var renderables = anim.Render(self.CenterPosition + new WVec(0, 0, -carryHeight.Length),
wr.Palette("player" + Carrying.Owner.InternalName));
foreach (var rr in renderables)
yield return rr;
}
}
}
}