Add plumbing for custom movement layers.

This commit is contained in:
Paul Chote
2017-01-04 18:10:46 +00:00
parent 695a572dc3
commit 2bd5a392d1
12 changed files with 207 additions and 56 deletions

View File

@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.Activities
{
static readonly List<CPos> NoPath = new List<CPos>();
readonly Mobile mobile;
protected readonly Mobile Mobile;
readonly IPathFinder pathFinder;
readonly DomainIndex domainIndex;
readonly uint movementClass;
@@ -53,10 +53,10 @@ namespace OpenRA.Mods.Common.Activities
{
Target = target;
mobile = self.Trait<Mobile>();
Mobile = self.Trait<Mobile>();
pathFinder = self.World.WorldActor.Trait<IPathFinder>();
domainIndex = self.World.WorldActor.Trait<DomainIndex>();
movementClass = (uint)mobile.Info.GetMovementClass(self.World.Map.Rules.TileSet);
movementClass = (uint)Mobile.Info.GetMovementClass(self.World.Map.Rules.TileSet);
if (target.IsValidFor(self))
targetPosition = self.World.Map.CellContaining(target.CenterPosition);
@@ -91,7 +91,7 @@ namespace OpenRA.Mods.Common.Activities
inner.Cancel(self);
self.SetTargetLine(Target.FromCell(self.World, targetPosition), Color.Green);
return ActivityUtils.RunActivity(self, new AttackMoveActivity(self, mobile.MoveTo(targetPosition, 0)));
return ActivityUtils.RunActivity(self, new AttackMoveActivity(self, Mobile.MoveTo(targetPosition, 0)));
}
// Inner move order has completed.
@@ -103,7 +103,7 @@ namespace OpenRA.Mods.Common.Activities
return NextActivity;
// Target has moved, and MoveAdjacentTo is still valid.
inner = mobile.MoveTo(() => CalculatePathToTarget(self));
inner = Mobile.MoveTo(() => CalculatePathToTarget(self));
repath = false;
}
@@ -142,14 +142,14 @@ namespace OpenRA.Mods.Common.Activities
var loc = self.Location;
foreach (var cell in targetCells)
if (domainIndex.IsPassable(loc, cell, movementClass) && mobile.CanEnterCell(cell))
if (domainIndex.IsPassable(loc, cell, movementClass) && Mobile.CanEnterCell(cell))
searchCells.Add(cell);
if (!searchCells.Any())
return NoPath;
using (var fromSrc = PathSearch.FromPoints(self.World, mobile.Info, self, searchCells, loc, true))
using (var fromDest = PathSearch.FromPoint(self.World, mobile.Info, self, loc, targetPosition, true).Reverse())
using (var fromSrc = PathSearch.FromPoints(self.World, Mobile.Info, self, searchCells, loc, true))
using (var fromDest = PathSearch.FromPoint(self.World, Mobile.Info, self, loc, targetPosition, true).Reverse())
return pathFinder.FindBidiPath(fromSrc, fromDest);
}