175
OpenRA.Mods.D2k/AutoCarryall/AutoCarryall.cs
Normal file
175
OpenRA.Mods.D2k/AutoCarryall/AutoCarryall.cs
Normal file
@@ -0,0 +1,175 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 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. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Mods.Common.Traits.Render;
|
||||
using OpenRA.Mods.RA;
|
||||
using OpenRA.Mods.RA.Activities;
|
||||
using OpenRA.Mods.RA.Traits;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.D2k
|
||||
{
|
||||
[Desc("Automatically transports harvesters with the Carryable trait between resource fields and refineries")]
|
||||
public class AutoCarryallInfo : ITraitInfo, Requires<IBodyOrientationInfo>
|
||||
{
|
||||
public object Create(ActorInitializer init) { return new AutoCarryall(init.self, this); }
|
||||
}
|
||||
|
||||
public class AutoCarryall : INotifyBecomingIdle, INotifyKilled, ISync, IRender
|
||||
{
|
||||
readonly Actor self;
|
||||
readonly WRange carryHeight;
|
||||
|
||||
// The actor we are currently carrying.
|
||||
[Sync] Actor carrying;
|
||||
|
||||
// TODO: Use ActorPreviews so that this can support actors with multiple sprites
|
||||
Animation anim;
|
||||
|
||||
public bool Busy { get; internal set; }
|
||||
|
||||
public AutoCarryall(Actor self, AutoCarryallInfo info)
|
||||
{
|
||||
this.self = self;
|
||||
carryHeight = self.Trait<Helicopter>().Info.LandAltitude;
|
||||
}
|
||||
|
||||
public void OnBecomingIdle(Actor self)
|
||||
{
|
||||
FindCarryableForTransport();
|
||||
|
||||
if (!Busy)
|
||||
self.QueueActivity(new HeliFlyCircle(self));
|
||||
}
|
||||
|
||||
// A carryable notifying us that he'd like to be carried
|
||||
public bool RequestTransportNotify(Actor carryable)
|
||||
{
|
||||
if (Busy)
|
||||
return false;
|
||||
|
||||
if (ReserveCarryable(carryable))
|
||||
{
|
||||
self.QueueActivity(false, new CarryUnit(self, carryable));
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void FindCarryableForTransport()
|
||||
{
|
||||
// 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;
|
||||
|
||||
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 CarryUnit(self, p.Actor));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Reserve the carryable so its ours exclusively
|
||||
public bool ReserveCarryable(Actor carryable)
|
||||
{
|
||||
if (carryable.Trait<Carryable>().Reserve(self))
|
||||
{
|
||||
carrying = carryable;
|
||||
Busy = 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;
|
||||
}
|
||||
|
||||
Busy = false;
|
||||
}
|
||||
|
||||
// INotifyKilled
|
||||
public void Killed(Actor self, AttackInfo e)
|
||||
{
|
||||
if (carrying != null)
|
||||
{
|
||||
carrying.Kill(e.Attacker);
|
||||
carrying = null;
|
||||
}
|
||||
|
||||
UnreserveCarryable();
|
||||
}
|
||||
|
||||
// Called when carryable is inside.
|
||||
public void AttachCarryable(Actor carryable)
|
||||
{
|
||||
// Create a new animation for our carryable unit
|
||||
anim = new Animation(self.World, RenderSprites.GetImage(carryable.Info), RenderSprites.MakeFacingFunc(self));
|
||||
anim.PlayRepeating("idle");
|
||||
}
|
||||
|
||||
// Called when released
|
||||
public void CarryableReleased()
|
||||
{
|
||||
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.Range), wr.Palette("player" + carrying.Owner.InternalName));
|
||||
|
||||
foreach (var rr in renderables)
|
||||
yield return rr;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
196
OpenRA.Mods.D2k/AutoCarryall/CarryUnit.cs
Normal file
196
OpenRA.Mods.D2k/AutoCarryall/CarryUnit.cs
Normal file
@@ -0,0 +1,196 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 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. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
using System;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using OpenRA.Mods.RA;
|
||||
using OpenRA.Mods.RA.Activities;
|
||||
using OpenRA.Mods.RA.Traits;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.D2k
|
||||
{
|
||||
public class CarryUnit : Activity
|
||||
{
|
||||
readonly Actor self;
|
||||
readonly Actor carryable;
|
||||
readonly IMove movement;
|
||||
readonly Carryable c;
|
||||
readonly AutoCarryall aca;
|
||||
readonly Helicopter helicopter;
|
||||
readonly IPositionable positionable;
|
||||
readonly IFacing cFacing; // Carryable facing
|
||||
readonly IFacing sFacing; // Self facing
|
||||
|
||||
enum State { Intercept, LockCarryable, MoveToCarryable, Turn, Pickup, Transport, Land, Release, Takeoff, Done }
|
||||
|
||||
State state;
|
||||
|
||||
public CarryUnit(Actor self, Actor carryable)
|
||||
{
|
||||
this.self = self;
|
||||
this.carryable = carryable;
|
||||
movement = self.Trait<IMove>();
|
||||
c = carryable.Trait<Carryable>();
|
||||
aca = self.Trait<AutoCarryall>();
|
||||
helicopter = self.Trait<Helicopter>();
|
||||
positionable = carryable.Trait<IPositionable>();
|
||||
cFacing = carryable.Trait<IFacing>();
|
||||
sFacing = self.Trait<IFacing>();
|
||||
|
||||
state = State.Intercept;
|
||||
}
|
||||
|
||||
// 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 (carryable.IsDead)
|
||||
{
|
||||
aca.UnreserveCarryable();
|
||||
return NextActivity;
|
||||
}
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case State.Intercept: // Move towards our carryable
|
||||
|
||||
state = State.LockCarryable;
|
||||
return Util.SequenceActivities(movement.MoveWithinRange(Target.FromActor(carryable), WRange.FromCells(4)), this);
|
||||
|
||||
case State.LockCarryable:
|
||||
// Last check
|
||||
if (c.StandbyForPickup(self))
|
||||
{
|
||||
state = State.MoveToCarryable;
|
||||
return this;
|
||||
}
|
||||
else
|
||||
{
|
||||
// We got cancelled
|
||||
aca.UnreserveCarryable();
|
||||
return NextActivity;
|
||||
}
|
||||
|
||||
case State.MoveToCarryable: // We arrived, move on top
|
||||
|
||||
if (self.Location == carryable.Location)
|
||||
{
|
||||
state = State.Turn;
|
||||
return this;
|
||||
}
|
||||
else
|
||||
return Util.SequenceActivities(movement.MoveTo(carryable.Location, 0), this);
|
||||
|
||||
case State.Turn: // Align facing and Land
|
||||
|
||||
if (sFacing.Facing != cFacing.Facing)
|
||||
return Util.SequenceActivities(new Turn(self, cFacing.Facing), this);
|
||||
else
|
||||
{
|
||||
state = State.Pickup;
|
||||
return Util.SequenceActivities(new HeliLand(false), new Wait(10), this);
|
||||
}
|
||||
|
||||
case State.Pickup:
|
||||
|
||||
// Remove our carryable from world
|
||||
self.World.AddFrameEndTask(w => carryable.World.Remove(carryable));
|
||||
|
||||
aca.AttachCarryable(carryable);
|
||||
state = State.Transport;
|
||||
return this;
|
||||
|
||||
case State.Transport:
|
||||
|
||||
// Move self to destination
|
||||
var targetl = GetLocationToDrop(c.Destination);
|
||||
|
||||
state = State.Land;
|
||||
return Util.SequenceActivities(movement.MoveTo(targetl, 0), this);
|
||||
|
||||
case State.Land:
|
||||
|
||||
if (!CanDropHere())
|
||||
{
|
||||
state = State.Transport;
|
||||
return this;
|
||||
}
|
||||
|
||||
if (HeliFly.AdjustAltitude(self, helicopter, helicopter.Info.LandAltitude))
|
||||
return this;
|
||||
else
|
||||
{
|
||||
state = State.Release;
|
||||
return Util.SequenceActivities(new Wait(15), this);
|
||||
}
|
||||
|
||||
case State.Release:
|
||||
|
||||
if (!CanDropHere())
|
||||
{
|
||||
state = State.Transport;
|
||||
return this;
|
||||
}
|
||||
|
||||
positionable.SetPosition(carryable, self.Location, SubCell.FullCell);
|
||||
|
||||
cFacing.Facing = sFacing.Facing;
|
||||
|
||||
// Put back into world
|
||||
self.World.AddFrameEndTask(w => carryable.World.Add(carryable));
|
||||
|
||||
// Unlock carryable
|
||||
aca.CarryableReleased();
|
||||
c.Dropped();
|
||||
|
||||
state = State.Done;
|
||||
return Util.SequenceActivities(new Wait(10), this);
|
||||
|
||||
case State.Done:
|
||||
|
||||
self.Trait<AutoCarryall>().UnreserveCarryable();
|
||||
return NextActivity;
|
||||
}
|
||||
|
||||
return NextActivity;
|
||||
}
|
||||
|
||||
public override void Cancel(Actor self)
|
||||
{
|
||||
// TODO: Drop the unit at the nearest available cell
|
||||
}
|
||||
}
|
||||
}
|
||||
166
OpenRA.Mods.D2k/AutoCarryall/Carryable.cs
Normal file
166
OpenRA.Mods.D2k/AutoCarryall/Carryable.cs
Normal file
@@ -0,0 +1,166 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 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. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
using System;
|
||||
using System.Linq;
|
||||
using OpenRA.Mods.Common;
|
||||
using OpenRA.Mods.Common.Traits;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.D2k
|
||||
{
|
||||
[Desc("Can be carried by units with the trait `AutoCarryall`.")]
|
||||
public class CarryableInfo : ITraitInfo
|
||||
{
|
||||
[Desc("Required distance away from destination before requesting a pickup.")]
|
||||
public int MinDistance = 6;
|
||||
|
||||
public object Create(ActorInitializer init) { return new Carryable(init.self, this); }
|
||||
}
|
||||
|
||||
public class Carryable : IDisableMove, INotifyHarvesterAction
|
||||
{
|
||||
readonly CarryableInfo info;
|
||||
readonly Actor self;
|
||||
|
||||
public bool Reserved { get; private set; }
|
||||
|
||||
// If we're locked there isnt 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;
|
||||
|
||||
public bool WantsTransport { get; private set; }
|
||||
public CPos Destination;
|
||||
Activity afterLandActivity;
|
||||
|
||||
public Carryable(Actor self, CarryableInfo info)
|
||||
{
|
||||
this.info = info;
|
||||
this.self = self;
|
||||
|
||||
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); }
|
||||
|
||||
void RequestTransport(CPos destination, Activity afterLandActivity)
|
||||
{
|
||||
if (locked || Reserved)
|
||||
return;
|
||||
|
||||
if (destination == CPos.Zero)
|
||||
return;
|
||||
|
||||
if ((self.Location - destination).Length < info.MinDistance)
|
||||
return;
|
||||
|
||||
Destination = destination;
|
||||
this.afterLandActivity = afterLandActivity;
|
||||
WantsTransport = true;
|
||||
|
||||
// Inform all idle carriers
|
||||
var carriers = self.World.ActorsWithTrait<AutoCarryall>()
|
||||
.Where(c => !c.Trait.Busy && !c.Actor.IsDead && c.Actor.Owner == self.Owner)
|
||||
.OrderBy(p => (self.Location - p.Actor.Location).LengthSquared);
|
||||
|
||||
foreach (var carrier in carriers)
|
||||
{
|
||||
// Notify the carrier and see if he's willing to transport us..
|
||||
if (carrier.Trait.RequestTransportNotify(self))
|
||||
break; // If true then we're done
|
||||
}
|
||||
}
|
||||
|
||||
// No longer want to be carried
|
||||
public void MovementCancelled(Actor self)
|
||||
{
|
||||
if (locked)
|
||||
return;
|
||||
|
||||
WantsTransport = false;
|
||||
Reserved = false;
|
||||
|
||||
// TODO: We could implement something like a carrier.Trait<AutoCarryAll>().CancelTransportNotify(self) and call it here
|
||||
}
|
||||
|
||||
// We do not handle Harvested notification
|
||||
public void Harvested(Actor self, ResourceType resource) { }
|
||||
|
||||
public Actor GetClosestIdleCarrier()
|
||||
{
|
||||
// Find carriers
|
||||
var carriers = self.World.ActorsWithTrait<AutoCarryall>()
|
||||
.Where(p => p.Actor.Owner == self.Owner && !p.Trait.Busy)
|
||||
.Select(h => h.Actor);
|
||||
|
||||
return WorldUtils.ClosestTo(carriers, self);
|
||||
}
|
||||
|
||||
// This gets called by carrier after we touched down
|
||||
public void Dropped()
|
||||
{
|
||||
WantsTransport = false;
|
||||
locked = false;
|
||||
|
||||
if (afterLandActivity != null)
|
||||
self.QueueActivity(false, afterLandActivity);
|
||||
}
|
||||
|
||||
public bool Reserve(Actor carrier)
|
||||
{
|
||||
if ((self.Location - Destination).Length < info.MinDistance)
|
||||
{
|
||||
MovementCancelled(self);
|
||||
return false;
|
||||
}
|
||||
|
||||
Reserved = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void UnReserve(Actor carrier)
|
||||
{
|
||||
Reserved = false;
|
||||
locked = false;
|
||||
}
|
||||
|
||||
// Prepare for transport pickup
|
||||
public bool StandbyForPickup(Actor carrier)
|
||||
{
|
||||
if (Destination == CPos.Zero)
|
||||
return false;
|
||||
|
||||
if (locked || !WantsTransport)
|
||||
return false;
|
||||
|
||||
// Last change to change our mind...
|
||||
if ((self.Location - Destination).Length < info.MinDistance)
|
||||
{
|
||||
MovementCancelled(self);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Cancel our activities
|
||||
self.CancelActivity();
|
||||
locked = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// IMoveDisabled
|
||||
public bool MoveDisabled(Actor self)
|
||||
{
|
||||
// We do not want to move while being locked. The carrier will try to pick us up.
|
||||
return locked;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -86,6 +86,9 @@
|
||||
<Compile Include="Widgets\BuildPaletteWidget.cs" />
|
||||
<Compile Include="Widgets\SlidingContainerWidget.cs" />
|
||||
<Compile Include="Widgets\Logic\IngameChromeLogic.cs" />
|
||||
<Compile Include="AutoCarryall\AutoCarryall.cs" />
|
||||
<Compile Include="AutoCarryall\Carryable.cs" />
|
||||
<Compile Include="AutoCarryall\CarryUnit.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
|
||||
<PropertyGroup>
|
||||
|
||||
Reference in New Issue
Block a user