Intermediate crushable-behavior checkin; Muliple units per cell in UIM; Crushable TraitInterface; Crushable units are taken into account in pathfinding; Crashes when trying to crush a unit
This commit is contained in:
@@ -85,8 +85,10 @@ namespace OpenRa.Game
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if (!Rules.Map.IsInMap(xy.X, xy.Y))
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return null;
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var underCursor = Game.UnitInfluence.GetUnitAt( xy )
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// HACK: Get the first unit in the cell
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// This will need to be updated for multiple-infantry-in-a-cell
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var underCursor = Game.UnitInfluence.GetUnitsAt( xy ).FirstOrDefault()
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?? Game.BuildingInfluence.GetBuildingAt( xy );
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if (underCursor != null && !underCursor.Info.Selectable)
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@@ -210,13 +210,35 @@ namespace OpenRa.Game
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public static bool IsCellBuildable(int2 a, UnitMovementType umt, Actor toIgnore)
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{
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if (BuildingInfluence.GetBuildingAt(a) != null) return false;
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if (UnitInfluence.GetUnitAt(a) != null && UnitInfluence.GetUnitAt(a) != toIgnore) return false;
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if (UnitInfluence.GetUnitsAt(a).Any(b => b != toIgnore)) return false;
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return Rules.Map.IsInMap(a.X, a.Y) &&
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TerrainCosts.Cost(umt,
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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 static bool IsActorCrushableByActor(Actor a, Actor b)
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{
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return IsActorCrushableByMovementType(a, b.traits.WithInterface<IMovement>().FirstOrDefault().GetMovementType());
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}
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public static bool IsActorCrushableByMovementType(Actor a, UnitMovementType umt)
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{
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if (a != null)
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{
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foreach (var crush in a.traits.WithInterface<ICrushable>())
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{
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if (((crush.IsCrushableByEnemy() && a.Owner != Game.LocalPlayer) || (crush.IsCrushableByFriend() && a.Owner == Game.LocalPlayer))
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&& crush.CrushableBy().Contains(umt))
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{
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Log.Write("{0} is crushable by MovementType {1}", a.Info.Name, umt);
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return true;
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}
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}
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Log.Write("{0} is NOT crushable by MovementType {1}", a.Info.Name, umt);
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}
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return false;
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}
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public static bool IsWater(int2 a)
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{
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return Rules.Map.IsInMap(a.X, a.Y) &&
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@@ -173,6 +173,7 @@
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<Compile Include="Traits\Fake.cs" />
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<Compile Include="Traits\Harvester.cs" />
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<Compile Include="Traits\Helicopter.cs" />
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<Compile Include="Traits\Infantry.cs" />
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<Compile Include="Traits\Plane.cs" />
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<Compile Include="Traits\ProductionQueue.cs" />
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<Compile Include="Traits\RenderBuildingCharge.cs" />
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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.Linq;
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using OpenRa.FileFormats;
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using OpenRa.Game.Support;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game
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{
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@@ -22,20 +23,6 @@ namespace OpenRa.Game
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: float.PositiveInfinity;
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}
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bool IsBlocked(int2 from, UnitMovementType umt)
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{
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for (int v = -1; v < 2; v++)
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for (int u = -1; u < 2; u++)
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if (u != 0 || v != 0)
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{
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var p = from + new int2(u, v);
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if (passableCost[(int)umt][from.X + u, from.Y + v] < float.PositiveInfinity)
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if (Game.BuildingInfluence.CanMoveHere(p) && (Game.UnitInfluence.GetUnitAt(p) == null))
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return false;
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}
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return true;
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}
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public List<int2> FindUnitPath( int2 from, int2 target, UnitMovementType umt )
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{
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using (new PerfSample("find_unit_path"))
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@@ -61,13 +48,13 @@ namespace OpenRa.Game
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return path;
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}
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}
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Func<int2, bool> AvoidUnitsNear(int2 p, int dist)
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{
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return q =>
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p != q &&
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((p - q).LengthSquared < dist * dist) &&
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(Game.UnitInfluence.GetUnitAt(q) != null);
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((p - q).LengthSquared < dist * dist) &&
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(Game.UnitInfluence.GetUnitsAt(q).Any());
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}
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public List<int2> FindPath( PathSearch search )
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@@ -1,5 +1,6 @@
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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 IjwFramework.Collections;
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using OpenRa.Game.Graphics;
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@@ -35,7 +36,7 @@ namespace OpenRa.Game
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if (!ignoreTerrain)
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if (passableCost[(int)umt][p.Location.X, p.Location.Y] == float.PositiveInfinity)
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return p.Location;
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foreach( int2 d in Util.directions )
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{
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int2 newHere = p.Location + d;
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@@ -53,13 +54,15 @@ namespace OpenRa.Game
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if (Rules.Map.IsOverlaySolid(newHere))
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continue;
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}
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if( checkForBlocked && Game.UnitInfluence.GetUnitAt( newHere ) != null )
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// Replicate real-ra behavior of not being able to enter a cell if there is a mixture of crushable and uncrushable units
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if (checkForBlocked && (Game.UnitInfluence.GetUnitsAt(newHere).Any(a => !Game.IsActorCrushableByMovementType(a, umt))))
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continue;
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if (customBlock != null && customBlock(newHere))
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continue;
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var est = heuristic( newHere );
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if( est == float.PositiveInfinity )
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continue;
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@@ -75,6 +78,7 @@ namespace OpenRa.Game
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cellInfo[ newHere.X, newHere.Y ].MinCost = newCost;
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queue.Add( new PathDistance( newCost + est, newHere ) );
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}
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return p.Location;
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}
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@@ -96,7 +100,6 @@ namespace OpenRa.Game
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checkForBlocked = checkForBlocked };
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search.AddInitialCell( from );
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return search;
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}
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@@ -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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34
OpenRa.Game/Traits/Infantry.cs
Normal file
34
OpenRa.Game/Traits/Infantry.cs
Normal file
@@ -0,0 +1,34 @@
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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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public Infantry(Actor self){}
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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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Sound.Play("squishy2.aud");
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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;
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}
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}
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}
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@@ -80,9 +80,42 @@ 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 actors = Game.UnitInfluence.GetUnitsAt(a);
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var crushable = true;
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foreach (Actor actor in actors)
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{
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if (actor == self) continue;
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var c = actor.traits.WithInterface<ICrushable>();
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if (c == null)
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{
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crushable = false;
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break;
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}
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foreach (var crush in c)
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{
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// TODO: Unhack this. I can't wrap my head around this right now...
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if (!(((crush.IsCrushableByEnemy() && actor.Owner != Game.LocalPlayer) || (crush.IsCrushableByFriend() && actor.Owner == Game.LocalPlayer))
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&& crush.CrushableBy().Contains(GetMovementType())))
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{
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crushable = false;
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Log.Write("{0} is NOT crushable by {1} (mobile)", actor.Info.Name, self.Info.Name);
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break;
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}
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}
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Log.Write("{0} is crushable by {1} (mobile)", actor.Info.Name, self.Info.Name);
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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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@@ -57,4 +57,12 @@ 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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@@ -1,4 +1,6 @@
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using System.Drawing;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Graphics;
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@@ -37,7 +39,7 @@ namespace OpenRa.Game
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if (ShowUnitDebug)
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for (var j = 0; j < 128; j++)
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for (var i = 0; i < 128; i++)
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if (Game.UnitInfluence.GetUnitAt(new int2(i, j)) != null)
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if (Game.UnitInfluence.GetUnitsAt(new int2(i, j)).Any())
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spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), 0);
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}
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@@ -1,17 +1,22 @@
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using System;
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using System.Diagnostics;
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using System.Linq;
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using System.Collections.Generic;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game
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{
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class UnitInfluenceMap
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{
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Actor[,] influence = new Actor[128, 128];
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List<Actor>[,] influence = new List<Actor>[128, 128];
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readonly int2 searchDistance = new int2(2,2);
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public UnitInfluenceMap()
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{
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for (int i = 0; i < 128; i++)
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for (int j = 0; j < 128; j++)
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influence[ i, j ] = new List<Actor>();
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Game.world.ActorRemoved += a => Remove(a, a.traits.WithInterface<IOccupySpace>().FirstOrDefault());
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}
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@@ -25,25 +30,28 @@ namespace OpenRa.Game
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{
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for( int y = 0 ; y < 128 ; y++ )
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for( int x = 0 ; x < 128 ; x++ )
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if( influence[ x, y ] != null && !influence[ x, y ].traits.WithInterface<IOccupySpace>().First().OccupiedCells().Contains( new int2( x, y ) ) )
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throw new InvalidOperationException( "UIM: Sanity check failed A" );
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if( influence[ x, y ] != null )
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foreach (var a in influence[ x, y ])
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if (!a.traits.WithInterface<IOccupySpace>().First().OccupiedCells().Contains( new int2( x, y ) ) )
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throw new InvalidOperationException( "UIM: Sanity check failed A" );
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foreach( var a in Game.world.Actors )
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foreach( Actor a in Game.world.Actors )
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foreach( var ios in a.traits.WithInterface<IOccupySpace>() )
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foreach( var cell in ios.OccupiedCells() )
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if( influence[ cell.X, cell.Y ] != a )
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throw new InvalidOperationException( "UIM: Sanity check failed B" );
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if (!influence[cell.X, cell.Y].Contains(a))
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//if( influence[ cell.X, cell.Y ] != a )
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throw new InvalidOperationException( "UIM: Sanity check failed B" );
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}
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[Conditional( "SANITY_CHECKS" )]
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void SanityCheckAdd( IOccupySpace a )
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{
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foreach( var c in a.OccupiedCells() )
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if( influence[c.X, c.Y] != null )
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if( influence[c.X, c.Y].Any())
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throw new InvalidOperationException( "UIM: Sanity check failed (Add)" );
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}
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public Actor GetUnitAt( int2 a )
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public IEnumerable<Actor> GetUnitsAt( int2 a )
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{
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return influence[ a.X, a.Y ];
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}
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@@ -52,14 +60,14 @@ namespace OpenRa.Game
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{
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SanityCheckAdd( unit );
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foreach( var c in unit.OccupiedCells() )
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influence[c.X, c.Y] = self;
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influence[c.X, c.Y].Add(self);
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}
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public void Remove( Actor self, IOccupySpace unit )
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{
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if (unit != null)
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foreach (var c in unit.OccupiedCells())
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influence[c.X, c.Y] = null;
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influence[c.X, c.Y].Remove(self);
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}
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public void Update(Actor self, IOccupySpace unit)
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Block a user