Rewrite Leap activity to be more robust.

The dog will now always leap to the target
subcell (even if the target dies or moves),
and will kill whatever happens to be in the
target cell when it lands.
This commit is contained in:
Paul Chote
2013-07-06 17:29:24 +12:00
parent 82b7854ed7
commit 561cb6cfe0
3 changed files with 31 additions and 22 deletions

View File

@@ -8,6 +8,7 @@
*/ */
#endregion #endregion
using System;
using System.Linq; using System.Linq;
using OpenRA.Mods.RA.Move; using OpenRA.Mods.RA.Move;
using OpenRA.Mods.RA.Render; using OpenRA.Mods.RA.Render;
@@ -17,16 +18,29 @@ namespace OpenRA.Mods.RA.Activities
{ {
class Leap : Activity class Leap : Activity
{ {
Target target; Mobile mobile;
PPos initialLocation;
PPos from;
PPos to;
int moveFraction; int moveFraction;
const int delay = 6; const int length = 6;
public Leap(Actor self, Target target) public Leap(Actor self, Target target)
{ {
this.target = target; if (!target.IsActor)
initialLocation = (PPos) self.Trait<Mobile>().PxPosition; throw new InvalidOperationException("Leap requires a target actor");
var targetMobile = target.Actor.TraitOrDefault<Mobile>();
if (targetMobile == null)
throw new InvalidOperationException("Leap requires a target actor with the Mobile trait");
mobile = self.Trait<Mobile>();
mobile.SetLocation(mobile.fromCell, mobile.fromSubCell, targetMobile.fromCell, targetMobile.fromSubCell);
mobile.IsMoving = true;
from = self.CenterLocation;
to = Util.CenterOfCell(targetMobile.fromCell) + MobileInfo.SubCellOffsets[targetMobile.fromSubCell];
self.Trait<RenderInfantry>().Attacking(self, target); self.Trait<RenderInfantry>().Attacking(self, target);
Sound.Play("dogg5p.aud", self.CenterLocation); Sound.Play("dogg5p.aud", self.CenterLocation);
@@ -34,23 +48,18 @@ namespace OpenRA.Mods.RA.Activities
public override Activity Tick(Actor self) public override Activity Tick(Actor self)
{ {
if( moveFraction == 0 && IsCanceled ) return NextActivity; if (moveFraction == 0 && IsCanceled)
if (!target.IsValid) return NextActivity; return NextActivity;
self.Trait<AttackLeap>().IsLeaping = true; mobile.AdjustPxPosition(self, PPos.Lerp(from, to, moveFraction++, length - 1));
var mobile = self.Trait<Mobile>(); if (moveFraction >= length)
++moveFraction;
mobile.PxPosition = PPos.Lerp(initialLocation, target.PxPosition, moveFraction, delay);
if (moveFraction >= delay)
{ {
self.TraitsImplementing<IMove>().FirstOrDefault() mobile.SetLocation(mobile.toCell, mobile.toSubCell, mobile.toCell, mobile.toSubCell);
.SetPosition(self, target.CenterLocation.ToCPos()); mobile.FinishedMoving(self);
mobile.IsMoving = false;
if (target.IsActor) // Kill whatever else is in our new cell
target.Actor.Kill(self); self.World.ActorMap.GetUnitsAt(mobile.toCell, mobile.toSubCell).Except(new []{self}).Do(a => a.Kill(self));
self.Trait<AttackLeap>().IsLeaping = false;
return NextActivity; return NextActivity;
} }

View File

@@ -22,8 +22,6 @@ namespace OpenRA.Mods.RA
class AttackLeap : AttackFrontal, ISync class AttackLeap : AttackFrontal, ISync
{ {
[Sync] internal bool IsLeaping;
public AttackLeap(Actor self, AttackLeapInfo info) public AttackLeap(Actor self, AttackLeapInfo info)
: base(self, info) {} : base(self, info) {}

View File

@@ -170,7 +170,9 @@ namespace OpenRA.Mods.RA.Move
public void SetLocation(CPos from, SubCell fromSub, CPos to, SubCell toSub) public void SetLocation(CPos from, SubCell fromSub, CPos to, SubCell toSub)
{ {
if (fromCell == from && toCell == to) return; if (fromCell == from && toCell == to && fromSubCell == fromSub && toSubCell == toSub)
return;
RemoveInfluence(); RemoveInfluence();
__fromCell = from; __fromCell = from;
__toCell = to; __toCell = to;