IOccupySpace split off; BuildingInfo.BaseNormal works again.
This commit is contained in:
@@ -239,14 +239,6 @@ namespace OpenRa.Game
|
|||||||
.FirstOrDefault();
|
.FirstOrDefault();
|
||||||
}
|
}
|
||||||
|
|
||||||
public static int GetDistanceToBase(int2 b, Player p)
|
|
||||||
{
|
|
||||||
var building = BuildingInfluence.GetNearestBuilding(b);
|
|
||||||
if (building == null || building.Owner != p)
|
|
||||||
return int.MaxValue;
|
|
||||||
|
|
||||||
return BuildingInfluence.GetDistanceToBuilding(b);
|
|
||||||
}
|
|
||||||
|
|
||||||
public static Random SharedRandom = new Random(0); /* for things that require sync */
|
public static Random SharedRandom = new Random(0); /* for things that require sync */
|
||||||
public static Random CosmeticRandom = new Random(); /* for things that are just fluff */
|
public static Random CosmeticRandom = new Random(); /* for things that are just fluff */
|
||||||
@@ -282,7 +274,7 @@ namespace OpenRa.Game
|
|||||||
heuristic = loc =>
|
heuristic = loc =>
|
||||||
{
|
{
|
||||||
var b = Game.BuildingInfluence.GetBuildingAt(loc);
|
var b = Game.BuildingInfluence.GetBuildingAt(loc);
|
||||||
if (b != null && b.Owner == p) return 0;
|
if (b != null && b.Owner == p && (b.Info as BuildingInfo).BaseNormal) return 0;
|
||||||
if ((loc - position).Length > maxDistance)
|
if ((loc - position).Length > maxDistance)
|
||||||
return float.PositiveInfinity; /* not quite right */
|
return float.PositiveInfinity; /* not quite right */
|
||||||
return 1;
|
return 1;
|
||||||
|
|||||||
@@ -5,42 +5,46 @@ using OpenRa.Game.GameRules;
|
|||||||
|
|
||||||
namespace OpenRa.Game.Traits
|
namespace OpenRa.Game.Traits
|
||||||
{
|
{
|
||||||
class Mobile : IOrder
|
class Mobile : IOrder, IOccupySpace
|
||||||
{
|
{
|
||||||
public Actor self;
|
public Actor self;
|
||||||
|
|
||||||
int2 __fromCell;
|
int2 __fromCell;
|
||||||
public int2 fromCell { get { return __fromCell; } set { Game.UnitInfluence.Remove( this ); __fromCell = value; Game.UnitInfluence.Add( this ); } }
|
public int2 fromCell
|
||||||
public int2 toCell { get { return self.Location; } set { Game.UnitInfluence.Remove( this ); self.Location = value; Game.UnitInfluence.Add( this ); } }
|
{
|
||||||
|
get { return __fromCell; }
|
||||||
|
set { Game.UnitInfluence.Remove(this); __fromCell = value; Game.UnitInfluence.Add(this); }
|
||||||
|
}
|
||||||
|
public int2 toCell
|
||||||
|
{
|
||||||
|
get { return self.Location; }
|
||||||
|
set { Game.UnitInfluence.Remove(this); self.Location = value; Game.UnitInfluence.Add(this); }
|
||||||
|
}
|
||||||
|
|
||||||
public Mobile(Actor self)
|
public Mobile(Actor self)
|
||||||
{
|
{
|
||||||
this.self = self;
|
this.self = self;
|
||||||
fromCell = toCell;
|
fromCell = toCell;
|
||||||
Game.UnitInfluence.Update( this );
|
Game.UnitInfluence.Update(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
public Order IssueOrder(Actor self, int2 xy, bool lmb, Actor underCursor)
|
public Order IssueOrder(Actor self, int2 xy, bool lmb, Actor underCursor)
|
||||||
{
|
{
|
||||||
if( lmb ) return null;
|
if (lmb) return null;
|
||||||
|
if (underCursor != null) return null;
|
||||||
if( underCursor != null )
|
|
||||||
return null;
|
|
||||||
|
|
||||||
if (xy == toCell) return null;
|
if (xy == toCell) return null;
|
||||||
|
return Order.Move(self, xy);
|
||||||
return Order.Move( self, xy );
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ResolveOrder( Actor self, Order order )
|
public void ResolveOrder(Actor self, Order order)
|
||||||
{
|
{
|
||||||
if( order.OrderString == "Move" )
|
if (order.OrderString == "Move")
|
||||||
{
|
{
|
||||||
self.CancelActivity();
|
self.CancelActivity();
|
||||||
self.QueueActivity( new Traits.Activities.Move( order.TargetLocation, 8 ) );
|
self.QueueActivity(new Activities.Move(order.TargetLocation, 8));
|
||||||
|
|
||||||
var attackBase = self.traits.WithInterface<AttackBase>().FirstOrDefault();
|
var attackBase = self.traits.WithInterface<AttackBase>().FirstOrDefault();
|
||||||
if( attackBase != null )
|
if (attackBase != null)
|
||||||
attackBase.target = null; /* move cancels attack order */
|
attackBase.target = null; /* move cancels attack order */
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -52,24 +56,24 @@ namespace OpenRa.Game.Traits
|
|||||||
|
|
||||||
public UnitMovementType GetMovementType()
|
public UnitMovementType GetMovementType()
|
||||||
{
|
{
|
||||||
switch( Rules.UnitCategory[ self.Info.Name ] )
|
switch (Rules.UnitCategory[self.Info.Name])
|
||||||
{
|
{
|
||||||
case "Infantry":
|
case "Infantry":
|
||||||
return UnitMovementType.Foot;
|
return UnitMovementType.Foot;
|
||||||
case "Vehicle":
|
case "Vehicle":
|
||||||
return ( self.Info as VehicleInfo ).Tracked ? UnitMovementType.Track : UnitMovementType.Wheel;
|
return (self.Info as VehicleInfo).Tracked ? UnitMovementType.Track : UnitMovementType.Wheel;
|
||||||
case "Ship":
|
case "Ship":
|
||||||
return UnitMovementType.Float;
|
return UnitMovementType.Float;
|
||||||
case "Plane":
|
case "Plane":
|
||||||
return UnitMovementType.Track; // FIXME: remove this when planes actually fly.
|
return UnitMovementType.Track; // FIXME: remove this when planes actually fly.
|
||||||
default:
|
default:
|
||||||
throw new InvalidOperationException( "GetMovementType on unit that shouldn't be aable to move." );
|
throw new InvalidOperationException("GetMovementType on unit that shouldn't be aable to move.");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public IEnumerable<int2> GetCurrentPath()
|
public IEnumerable<int2> GetCurrentPath()
|
||||||
{
|
{
|
||||||
var move = self.GetCurrentActivity() as Traits.Activities.Move;
|
var move = self.GetCurrentActivity() as Activities.Move;
|
||||||
if (move == null || move.path == null) return new int2[] { };
|
if (move == null || move.path == null) return new int2[] { };
|
||||||
return Enumerable.Reverse(move.path);
|
return Enumerable.Reverse(move.path);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -16,5 +16,6 @@ namespace OpenRa.Game.Traits
|
|||||||
Order IssueOrder( Actor self, int2 xy, bool lmb, Actor underCursor );
|
Order IssueOrder( Actor self, int2 xy, bool lmb, Actor underCursor );
|
||||||
void ResolveOrder( Actor self, Order order );
|
void ResolveOrder( Actor self, Order order );
|
||||||
}
|
}
|
||||||
interface IProducer { bool Produce( Actor self, UnitInfo produceee ); }
|
interface IProducer { bool Produce( Actor self, UnitInfo producee ); }
|
||||||
|
interface IOccupySpace { IEnumerable<int2> OccupiedCells(); }
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user