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:
Paul Chote
2009-12-22 22:37:11 -08:00
parent 980ce2df56
commit 4667679f12
13 changed files with 146 additions and 43 deletions

View File

@@ -85,8 +85,10 @@ namespace OpenRa.Game
if (!Rules.Map.IsInMap(xy.X, xy.Y))
return null;
var underCursor = Game.UnitInfluence.GetUnitAt( xy )
// HACK: Get the first unit in the cell
// This will need to be updated for multiple-infantry-in-a-cell
var underCursor = Game.UnitInfluence.GetUnitsAt( xy ).FirstOrDefault()
?? Game.BuildingInfluence.GetBuildingAt( xy );
if (underCursor != null && !underCursor.Info.Selectable)

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@@ -210,13 +210,35 @@ namespace OpenRa.Game
public static bool IsCellBuildable(int2 a, UnitMovementType umt, Actor toIgnore)
{
if (BuildingInfluence.GetBuildingAt(a) != null) return false;
if (UnitInfluence.GetUnitAt(a) != null && UnitInfluence.GetUnitAt(a) != toIgnore) return false;
if (UnitInfluence.GetUnitsAt(a).Any(b => b != toIgnore)) return false;
return Rules.Map.IsInMap(a.X, a.Y) &&
TerrainCosts.Cost(umt,
Rules.TileSet.GetWalkability(Rules.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
}
public static bool IsActorCrushableByActor(Actor a, Actor b)
{
return IsActorCrushableByMovementType(a, b.traits.WithInterface<IMovement>().FirstOrDefault().GetMovementType());
}
public static bool IsActorCrushableByMovementType(Actor a, UnitMovementType umt)
{
if (a != null)
{
foreach (var crush in a.traits.WithInterface<ICrushable>())
{
if (((crush.IsCrushableByEnemy() && a.Owner != Game.LocalPlayer) || (crush.IsCrushableByFriend() && a.Owner == Game.LocalPlayer))
&& crush.CrushableBy().Contains(umt))
{
Log.Write("{0} is crushable by MovementType {1}", a.Info.Name, umt);
return true;
}
}
Log.Write("{0} is NOT crushable by MovementType {1}", a.Info.Name, umt);
}
return false;
}
public static bool IsWater(int2 a)
{
return Rules.Map.IsInMap(a.X, a.Y) &&

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@@ -173,6 +173,7 @@
<Compile Include="Traits\Fake.cs" />
<Compile Include="Traits\Harvester.cs" />
<Compile Include="Traits\Helicopter.cs" />
<Compile Include="Traits\Infantry.cs" />
<Compile Include="Traits\Plane.cs" />
<Compile Include="Traits\ProductionQueue.cs" />
<Compile Include="Traits\RenderBuildingCharge.cs" />

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using OpenRa.FileFormats;
using OpenRa.Game.Support;
using OpenRa.Game.Traits;
namespace OpenRa.Game
{
@@ -22,20 +23,6 @@ namespace OpenRa.Game
: float.PositiveInfinity;
}
bool IsBlocked(int2 from, UnitMovementType umt)
{
for (int v = -1; v < 2; v++)
for (int u = -1; u < 2; u++)
if (u != 0 || v != 0)
{
var p = from + new int2(u, v);
if (passableCost[(int)umt][from.X + u, from.Y + v] < float.PositiveInfinity)
if (Game.BuildingInfluence.CanMoveHere(p) && (Game.UnitInfluence.GetUnitAt(p) == null))
return false;
}
return true;
}
public List<int2> FindUnitPath( int2 from, int2 target, UnitMovementType umt )
{
using (new PerfSample("find_unit_path"))
@@ -61,13 +48,13 @@ namespace OpenRa.Game
return path;
}
}
Func<int2, bool> AvoidUnitsNear(int2 p, int dist)
{
return q =>
p != q &&
((p - q).LengthSquared < dist * dist) &&
(Game.UnitInfluence.GetUnitAt(q) != null);
((p - q).LengthSquared < dist * dist) &&
(Game.UnitInfluence.GetUnitsAt(q).Any());
}
public List<int2> FindPath( PathSearch search )

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@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using IjwFramework.Collections;
using OpenRa.Game.Graphics;
@@ -35,7 +36,7 @@ namespace OpenRa.Game
if (!ignoreTerrain)
if (passableCost[(int)umt][p.Location.X, p.Location.Y] == float.PositiveInfinity)
return p.Location;
foreach( int2 d in Util.directions )
{
int2 newHere = p.Location + d;
@@ -53,13 +54,15 @@ namespace OpenRa.Game
if (Rules.Map.IsOverlaySolid(newHere))
continue;
}
if( checkForBlocked && Game.UnitInfluence.GetUnitAt( newHere ) != null )
// Replicate real-ra behavior of not being able to enter a cell if there is a mixture of crushable and uncrushable units
if (checkForBlocked && (Game.UnitInfluence.GetUnitsAt(newHere).Any(a => !Game.IsActorCrushableByMovementType(a, umt))))
continue;
if (customBlock != null && customBlock(newHere))
continue;
var est = heuristic( newHere );
if( est == float.PositiveInfinity )
continue;
@@ -75,6 +78,7 @@ namespace OpenRa.Game
cellInfo[ newHere.X, newHere.Y ].MinCost = newCost;
queue.Add( new PathDistance( newCost + est, newHere ) );
}
return p.Location;
}
@@ -96,7 +100,6 @@ namespace OpenRa.Game
checkForBlocked = checkForBlocked };
search.AddInitialCell( from );
return search;
}

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@@ -45,8 +45,10 @@ namespace OpenRa.Game.Traits.Activities
static bool CanEnterCell( int2 c, Actor self )
{
if (!Game.BuildingInfluence.CanMoveHere(c)) return false;
var u = Game.UnitInfluence.GetUnitAt( c );
return (u == null || u == self);
// Cannot enter a cell if any unit inside is uncrushable
// This will need to be updated for multiple-infantry-in-a-cell
return (!Game.UnitInfluence.GetUnitsAt(c).Any(a => a != self && !Game.IsActorCrushableByActor(a, self)));
}
public IActivity Tick( Actor self )
@@ -68,7 +70,7 @@ namespace OpenRa.Game.Traits.Activities
path = getPath( self, mobile ).TakeWhile( a => a != self.Location ).ToList();
SanityCheckPath( mobile );
}
if( path.Count == 0 )
{
destination = mobile.toCell;

View File

@@ -0,0 +1,34 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRa.Game.Traits
{
class Infantry : ICrushable
{
public Infantry(Actor self){}
public bool IsCrushableByFriend()
{
// HACK: should be false
return true;
}
public bool IsCrushableByEnemy()
{
// HACK: should be based off crushable tag
return true;
}
public void OnCrush(Actor crusher)
{
Sound.Play("squishy2.aud");
}
public IEnumerable<UnitMovementType> CrushableBy()
{
yield return UnitMovementType.Track;
yield return UnitMovementType.Wheel;
}
}
}

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@@ -80,9 +80,42 @@ namespace OpenRa.Game.Traits
}
}
public bool CanEnterCell(int2 location)
public bool CanEnterCell(int2 a)
{
return Game.IsCellBuildable( location, GetMovementType(), self );
if (Game.BuildingInfluence.GetBuildingAt(a) != null) return false;
var actors = Game.UnitInfluence.GetUnitsAt(a);
var crushable = true;
foreach (Actor actor in actors)
{
if (actor == self) continue;
var c = actor.traits.WithInterface<ICrushable>();
if (c == null)
{
crushable = false;
break;
}
foreach (var crush in c)
{
// TODO: Unhack this. I can't wrap my head around this right now...
if (!(((crush.IsCrushableByEnemy() && actor.Owner != Game.LocalPlayer) || (crush.IsCrushableByFriend() && actor.Owner == Game.LocalPlayer))
&& crush.CrushableBy().Contains(GetMovementType())))
{
crushable = false;
Log.Write("{0} is NOT crushable by {1} (mobile)", actor.Info.Name, self.Info.Name);
break;
}
}
Log.Write("{0} is crushable by {1} (mobile)", actor.Info.Name, self.Info.Name);
}
if (!crushable) return false;
return Rules.Map.IsInMap(a.X, a.Y) &&
TerrainCosts.Cost(GetMovementType(),
Rules.TileSet.GetWalkability(Rules.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
}
public IEnumerable<int2> GetCurrentPath()

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@@ -21,7 +21,7 @@ namespace OpenRa.Game.Traits
public bool Produce( Actor self, UnitInfo producee )
{
var location = CreationLocation( self, producee );
if( location == null || Game.UnitInfluence.GetUnitAt( location.Value ) != null )
if( location == null || !Game.UnitInfluence.GetUnitsAt( location.Value ).Any() )
return false;
var newUnit = new Actor( producee, location.Value, self.Owner );

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@@ -1,4 +1,5 @@
using System.Collections.Generic;
using System.Linq;
using OpenRa.Game.Graphics;
namespace OpenRa.Game.Traits
@@ -35,7 +36,7 @@ namespace OpenRa.Game.Traits
if (doneBuilding) roof.Tick();
var b = self.Bounds;
if (isOpen && null == Game.UnitInfluence.GetUnitAt(((1/24f) * self.CenterLocation).ToInt2()))
if (isOpen && !Game.UnitInfluence.GetUnitsAt(((1/24f) * self.CenterLocation).ToInt2()).Any())
{
isOpen = false;
roof.PlayBackwardsThen(prefix + "build-top", () => roof.Play(prefix + "idle-top"));

View File

@@ -57,4 +57,12 @@ namespace OpenRa.Game.Traits
UnitMovementType GetMovementType();
bool CanEnterCell(int2 location);
}
interface ICrushable
{
bool IsCrushableByFriend();
bool IsCrushableByEnemy();
void OnCrush(Actor crusher);
IEnumerable<UnitMovementType>CrushableBy();
}
}

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@@ -1,4 +1,6 @@
using System.Drawing;
using System.Collections.Generic;
using System.Linq;
using OpenRa.Game.GameRules;
using OpenRa.Game.Graphics;
@@ -37,7 +39,7 @@ namespace OpenRa.Game
if (ShowUnitDebug)
for (var j = 0; j < 128; j++)
for (var i = 0; i < 128; i++)
if (Game.UnitInfluence.GetUnitAt(new int2(i, j)) != null)
if (Game.UnitInfluence.GetUnitsAt(new int2(i, j)).Any())
spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), 0);
}

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@@ -1,17 +1,22 @@
using System;
using System.Diagnostics;
using System.Linq;
using System.Collections.Generic;
using OpenRa.Game.Traits;
namespace OpenRa.Game
{
class UnitInfluenceMap
{
Actor[,] influence = new Actor[128, 128];
List<Actor>[,] influence = new List<Actor>[128, 128];
readonly int2 searchDistance = new int2(2,2);
public UnitInfluenceMap()
{
for (int i = 0; i < 128; i++)
for (int j = 0; j < 128; j++)
influence[ i, j ] = new List<Actor>();
Game.world.ActorRemoved += a => Remove(a, a.traits.WithInterface<IOccupySpace>().FirstOrDefault());
}
@@ -25,25 +30,28 @@ namespace OpenRa.Game
{
for( int y = 0 ; y < 128 ; y++ )
for( int x = 0 ; x < 128 ; x++ )
if( influence[ x, y ] != null && !influence[ x, y ].traits.WithInterface<IOccupySpace>().First().OccupiedCells().Contains( new int2( x, y ) ) )
throw new InvalidOperationException( "UIM: Sanity check failed A" );
if( influence[ x, y ] != null )
foreach (var a in influence[ x, y ])
if (!a.traits.WithInterface<IOccupySpace>().First().OccupiedCells().Contains( new int2( x, y ) ) )
throw new InvalidOperationException( "UIM: Sanity check failed A" );
foreach( var a in Game.world.Actors )
foreach( Actor a in Game.world.Actors )
foreach( var ios in a.traits.WithInterface<IOccupySpace>() )
foreach( var cell in ios.OccupiedCells() )
if( influence[ cell.X, cell.Y ] != a )
throw new InvalidOperationException( "UIM: Sanity check failed B" );
if (!influence[cell.X, cell.Y].Contains(a))
//if( influence[ cell.X, cell.Y ] != a )
throw new InvalidOperationException( "UIM: Sanity check failed B" );
}
[Conditional( "SANITY_CHECKS" )]
void SanityCheckAdd( IOccupySpace a )
{
foreach( var c in a.OccupiedCells() )
if( influence[c.X, c.Y] != null )
if( influence[c.X, c.Y].Any())
throw new InvalidOperationException( "UIM: Sanity check failed (Add)" );
}
public Actor GetUnitAt( int2 a )
public IEnumerable<Actor> GetUnitsAt( int2 a )
{
return influence[ a.X, a.Y ];
}
@@ -52,14 +60,14 @@ namespace OpenRa.Game
{
SanityCheckAdd( unit );
foreach( var c in unit.OccupiedCells() )
influence[c.X, c.Y] = self;
influence[c.X, c.Y].Add(self);
}
public void Remove( Actor self, IOccupySpace unit )
{
if (unit != null)
foreach (var c in unit.OccupiedCells())
influence[c.X, c.Y] = null;
influence[c.X, c.Y].Remove(self);
}
public void Update(Actor self, IOccupySpace unit)