Merge branch 'master' of git://github.com/chrisforbes/OpenRA
This commit is contained in:
@@ -45,8 +45,10 @@ namespace OpenRa.Game.Traits.Activities
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static bool CanEnterCell( int2 c, Actor self )
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{
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if (!Game.BuildingInfluence.CanMoveHere(c)) return false;
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var u = Game.UnitInfluence.GetUnitAt( c );
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return (u == null || u == self);
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// Cannot enter a cell if any unit inside is uncrushable
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// This will need to be updated for multiple-infantry-in-a-cell
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return (!Game.UnitInfluence.GetUnitsAt(c).Any(a => a != self && !Game.IsActorCrushableByActor(a, self)));
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}
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public IActivity Tick( Actor self )
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@@ -68,7 +70,7 @@ namespace OpenRa.Game.Traits.Activities
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path = getPath( self, mobile ).TakeWhile( a => a != self.Location ).ToList();
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SanityCheckPath( mobile );
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}
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if( path.Count == 0 )
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{
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destination = mobile.toCell;
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38
OpenRa.Game/Traits/Infantry.cs
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38
OpenRa.Game/Traits/Infantry.cs
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@@ -0,0 +1,38 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Game.Traits
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{
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class Infantry : ICrushable
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{
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readonly Actor self;
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public Infantry(Actor self)
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{
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this.self = self;
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}
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public bool IsCrushableByFriend()
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{
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// HACK: should be false
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return true;
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}
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public bool IsCrushableByEnemy()
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{
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// HACK: should be based off crushable tag
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return true;
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}
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public void OnCrush(Actor crusher)
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{
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self.InflictDamage(crusher, self.Health, Rules.WarheadInfo["Crush"]);
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}
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public IEnumerable<UnitMovementType> CrushableBy()
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{
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yield return UnitMovementType.Track;
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//yield return UnitMovementType.Wheel; // Can infantry be crushed by wheel?
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}
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}
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}
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@@ -80,9 +80,27 @@ namespace OpenRa.Game.Traits
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}
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}
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public bool CanEnterCell(int2 location)
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public bool CanEnterCell(int2 a)
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{
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return Game.IsCellBuildable( location, GetMovementType(), self );
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if (Game.BuildingInfluence.GetBuildingAt(a) != null) return false;
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var crushable = true;
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foreach (Actor actor in Game.UnitInfluence.GetUnitsAt(a))
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{
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if (actor == self) continue;
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if (!Game.IsActorCrushableByActor(actor, self))
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{
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crushable = false;
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break;
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}
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}
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if (!crushable) return false;
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return Rules.Map.IsInMap(a.X, a.Y) &&
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TerrainCosts.Cost(GetMovementType(),
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Rules.TileSet.GetWalkability(Rules.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
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}
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public IEnumerable<int2> GetCurrentPath()
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@@ -21,7 +21,7 @@ namespace OpenRa.Game.Traits
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public bool Produce( Actor self, UnitInfo producee )
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{
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var location = CreationLocation( self, producee );
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if( location == null || Game.UnitInfluence.GetUnitAt( location.Value ) != null )
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if( location == null || Game.UnitInfluence.GetUnitsAt( location.Value ).Any() )
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return false;
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var newUnit = new Actor( producee, location.Value, self.Owner );
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@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System.Linq;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game.Traits
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@@ -35,7 +36,7 @@ namespace OpenRa.Game.Traits
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if (doneBuilding) roof.Tick();
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var b = self.Bounds;
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if (isOpen && null == Game.UnitInfluence.GetUnitAt(((1/24f) * self.CenterLocation).ToInt2()))
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if (isOpen && !Game.UnitInfluence.GetUnitsAt(((1/24f) * self.CenterLocation).ToInt2()).Any())
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{
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isOpen = false;
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roof.PlayBackwardsThen(prefix + "build-top", () => roof.Play(prefix + "idle-top"));
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@@ -58,4 +58,12 @@ namespace OpenRa.Game.Traits
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UnitMovementType GetMovementType();
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bool CanEnterCell(int2 location);
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}
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interface ICrushable
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{
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bool IsCrushableByFriend();
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bool IsCrushableByEnemy();
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void OnCrush(Actor crusher);
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IEnumerable<UnitMovementType>CrushableBy();
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}
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}
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