Implement subterranean units.
This commit is contained in:
@@ -771,7 +771,7 @@ namespace OpenRA.Mods.Common.AI
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var path = pathfinder.FindPath(
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PathSearch.Search(World, mobileInfo, harvester, true,
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loc => domainIndex.IsPassable(harvester.Location, loc, passable) && harvester.CanHarvestAt(loc, resLayer, harvInfo, territory))
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loc => domainIndex.IsPassable(harvester.Location, loc, mobileInfo, passable) && harvester.CanHarvestAt(loc, resLayer, harvInfo, territory))
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.WithCustomCost(loc => World.FindActorsInCircle(World.Map.CenterOfCell(loc), Info.HarvesterEnemyAvoidanceRadius)
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.Where(u => !u.IsDead && harvester.Owner.Stances[u.Owner] == Stance.Enemy)
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.Sum(u => Math.Max(WDist.Zero.Length, Info.HarvesterEnemyAvoidanceRadius.Length - (World.Map.CenterOfCell(loc) - u.CenterPosition).Length)))
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@@ -127,7 +127,7 @@ namespace OpenRA.Mods.Common.Activities
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var passable = (uint)mobileInfo.GetMovementClass(self.World.Map.Rules.TileSet);
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List<CPos> path;
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using (var search = PathSearch.Search(self.World, mobileInfo, self, true,
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loc => domainIndex.IsPassable(self.Location, loc, passable) && self.CanHarvestAt(loc, resLayer, harvInfo, territory))
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loc => domainIndex.IsPassable(self.Location, loc, mobileInfo, passable) && self.CanHarvestAt(loc, resLayer, harvInfo, territory))
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.WithCustomCost(loc =>
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{
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if ((avoidCell.HasValue && loc == avoidCell.Value) ||
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@@ -142,7 +142,7 @@ namespace OpenRA.Mods.Common.Activities
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var loc = self.Location;
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foreach (var cell in targetCells)
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if (domainIndex.IsPassable(loc, cell, movementClass) && Mobile.CanEnterCell(cell))
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if (domainIndex.IsPassable(loc, cell, Mobile.Info, movementClass) && Mobile.CanEnterCell(cell))
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searchCells.Add(cell);
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if (!searchCells.Any())
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@@ -796,6 +796,7 @@
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<Compile Include="Traits\World\ActorMap.cs" />
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<Compile Include="Traits\World\TerrainTunnelLayer.cs" />
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<Compile Include="Traits\World\TerrainTunnel.cs" />
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<Compile Include="Traits\World\SubterraneanActorLayer.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Target Name="AfterBuild">
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@@ -15,6 +15,7 @@ using System.Drawing;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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@@ -41,6 +42,7 @@ namespace OpenRA.Mods.Common.Traits
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public static class CustomMovementLayerType
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{
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public const byte Tunnel = 1;
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public const byte Subterranean = 2;
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}
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[Desc("Unit is able to move.")]
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@@ -82,6 +84,37 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("The condition to grant to self while inside a tunnel.")]
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public readonly string TunnelCondition = null;
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[Desc("Can this unit move underground?")]
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public readonly bool Subterranean = false;
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[GrantedConditionReference]
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[Desc("The condition to grant to self while underground.")]
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public readonly string SubterraneanCondition = null;
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[Desc("Pathfinding cost for submerging or reemerging.")]
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public readonly int SubterraneanTransitionCost = 0;
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[Desc("The terrain types that this actor can transition on. Leave empty to allow any.")]
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public readonly HashSet<string> SubterraneanTransitionTerrainTypes = new HashSet<string>();
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[Desc("Can this actor transition on slopes?")]
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public readonly bool SubterraneanTransitionOnRamps = false;
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[Desc("Depth at which the subterranian condition is applied.")]
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public readonly WDist SubterraneanTransitionDepth = new WDist(-1024);
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[Desc("Dig animation image to play when transitioning.")]
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public readonly string SubterraneanTransitionImage = null;
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[SequenceReference("SubterraneanTransitionImage")]
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[Desc("Dig animation image to play when transitioning.")]
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public readonly string SubterraneanTransitionSequence = null;
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[PaletteReference]
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public readonly string SubterraneanTransitionPalette = "effect";
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public readonly string SubterraneanTransitionSound = null;
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public override object Create(ActorInitializer init) { return new Mobile(init, this); }
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static object LoadSpeeds(MiniYaml y)
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@@ -344,6 +377,7 @@ namespace OpenRA.Mods.Common.Traits
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CPos fromCell, toCell;
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public SubCell FromSubCell, ToSubCell;
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int tunnelToken = ConditionManager.InvalidConditionToken;
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int subterraneanToken = ConditionManager.InvalidConditionToken;
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ConditionManager conditionManager;
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[Sync] public int Facing
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@@ -373,11 +407,23 @@ namespace OpenRA.Mods.Common.Traits
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ToSubCell = toSub;
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AddInfluence();
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// Tunnel condition is added/removed when starting the transition between layers
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if (toCell.Layer == CustomMovementLayerType.Tunnel && conditionManager != null &&
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!string.IsNullOrEmpty(Info.TunnelCondition) && tunnelToken == ConditionManager.InvalidConditionToken)
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tunnelToken = conditionManager.GrantCondition(self, Info.TunnelCondition);
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else if (toCell.Layer != CustomMovementLayerType.Tunnel && tunnelToken != ConditionManager.InvalidConditionToken)
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tunnelToken = conditionManager.RevokeCondition(self, tunnelToken);
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// Play submerging animation as soon as it starts to submerge (before applying the condition)
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if (toCell.Layer == CustomMovementLayerType.Subterranean && fromCell.Layer != CustomMovementLayerType.Subterranean)
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{
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if (!string.IsNullOrEmpty(Info.SubterraneanTransitionSequence))
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self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(self.World.Map.CenterOfCell(fromCell), self.World, Info.SubterraneanTransitionImage,
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Info.SubterraneanTransitionSequence, Info.SubterraneanTransitionPalette)));
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if (!string.IsNullOrEmpty(Info.SubterraneanTransitionSound))
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Game.Sound.Play(SoundType.World, Info.SubterraneanTransitionSound);
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}
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}
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public Mobile(ActorInitializer init, MobileInfo info)
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@@ -460,6 +506,32 @@ namespace OpenRA.Mods.Common.Traits
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{
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CenterPosition = pos;
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self.World.UpdateMaps(self, this);
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// HACK: The submerging conditions must be applied part way through a move, and this is the only method that gets called
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// at the right times to detect this
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if (toCell.Layer == CustomMovementLayerType.Subterranean)
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{
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var depth = self.World.Map.DistanceAboveTerrain(self.CenterPosition);
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if (subterraneanToken == ConditionManager.InvalidConditionToken && depth < Info.SubterraneanTransitionDepth && conditionManager != null
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&& !string.IsNullOrEmpty(Info.SubterraneanCondition))
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subterraneanToken = conditionManager.GrantCondition(self, Info.SubterraneanCondition);
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}
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else if (subterraneanToken != ConditionManager.InvalidConditionToken)
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{
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var depth = self.World.Map.DistanceAboveTerrain(self.CenterPosition);
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if (depth > Info.SubterraneanTransitionDepth)
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{
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subterraneanToken = conditionManager.RevokeCondition(self, subterraneanToken);
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// HACK: the submerging animation and sound won't play if a condition isn't defined
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if (!string.IsNullOrEmpty(Info.SubterraneanTransitionSound))
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Game.Sound.Play(SoundType.World, Info.SubterraneanTransitionSound);
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if (!string.IsNullOrEmpty(Info.SubterraneanTransitionSequence))
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self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(self.World.Map.CenterOfCell(fromCell), self.World, Info.SubterraneanTransitionImage,
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Info.SubterraneanTransitionSequence, Info.SubterraneanTransitionPalette)));
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}
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}
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}
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public void AddedToWorld(Actor self)
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@@ -57,7 +57,7 @@ namespace OpenRA.Mods.Common.Traits
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if (mobileInfo != null)
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location = self.World.Map.ChooseClosestMatchingEdgeCell(self.Location,
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c => mobileInfo.CanEnterCell(self.World, null, c) && domainIndex.IsPassable(c, destination, passable));
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c => mobileInfo.CanEnterCell(self.World, null, c) && domainIndex.IsPassable(c, destination, mobileInfo, passable));
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}
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// No suitable spawn location could be found, so production has failed.
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@@ -37,13 +37,17 @@ namespace OpenRA.Mods.Common.Traits
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domainIndexes[mc] = new MovementClassDomainIndex(world, mc);
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}
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public bool IsPassable(CPos p1, CPos p2, uint movementClass)
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public bool IsPassable(CPos p1, CPos p2, MobileInfo mi, uint movementClass)
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{
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// HACK: Work around units in other movement layers from being blocked
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// when the point in the main layer is not pathable
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if (p1.Layer != 0 || p2.Layer != 0)
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return true;
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// HACK: Workaround until we can generalize movement classes
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if (mi.Subterranean)
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return true;
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return domainIndexes[movementClass].IsPassable(p1, p2);
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}
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@@ -69,7 +69,7 @@ namespace OpenRA.Mods.Common.Traits
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if (domainIndex != null)
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{
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var passable = mi.GetMovementClass(world.Map.Rules.TileSet);
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if (!domainIndex.IsPassable(source, target, (uint)passable))
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if (!domainIndex.IsPassable(source, target, mi, (uint)passable))
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return EmptyPath;
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}
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@@ -103,7 +103,7 @@ namespace OpenRA.Mods.Common.Traits
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if (domainIndex != null)
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{
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var passable = mi.GetMovementClass(world.Map.Rules.TileSet);
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tilesInRange = new List<CPos>(tilesInRange.Where(t => domainIndex.IsPassable(source, t, (uint)passable)));
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tilesInRange = new List<CPos>(tilesInRange.Where(t => domainIndex.IsPassable(source, t, mi, (uint)passable)));
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if (!tilesInRange.Any())
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return EmptyPath;
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}
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103
OpenRA.Mods.Common/Traits/World/SubterraneanActorLayer.cs
Normal file
103
OpenRA.Mods.Common/Traits/World/SubterraneanActorLayer.cs
Normal file
@@ -0,0 +1,103 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class SubterraneanActorLayerInfo : ITraitInfo
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{
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[Desc("Terrain type of the underground layer.")]
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public readonly string TerrainType = "Subterranean";
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[Desc("Height offset relative to the smoothed terrain for movement.")]
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public readonly WDist HeightOffset = -new WDist(2048);
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[Desc("Cell radius for smoothing adjacent cell heights.")]
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public readonly int SmoothingRadius = 2;
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public object Create(ActorInitializer init) { return new SubterraneanActorLayer(init.Self, this); }
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}
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public class SubterraneanActorLayer : ICustomMovementLayer
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{
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readonly Map map;
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readonly byte terrainIndex;
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readonly CellLayer<int> height;
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public SubterraneanActorLayer(Actor self, SubterraneanActorLayerInfo info)
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{
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map = self.World.Map;
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terrainIndex = self.World.Map.Rules.TileSet.GetTerrainIndex(info.TerrainType);
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height = new CellLayer<int>(map);
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foreach (var c in map.AllCells)
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{
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var neighbourCount = 0;
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var neighbourHeight = 0;
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for (var dy = -info.SmoothingRadius; dy <= info.SmoothingRadius; dy++)
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{
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for (var dx = -info.SmoothingRadius; dx <= info.SmoothingRadius; dx++)
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{
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var neighbour = c + new CVec(dx, dy);
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if (!map.AllCells.Contains(neighbour))
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continue;
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neighbourCount++;
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neighbourHeight += map.Height[neighbour];
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}
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}
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height[c] = info.HeightOffset.Length + neighbourHeight * 512 / neighbourCount;
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}
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}
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bool ICustomMovementLayer.EnabledForActor(ActorInfo a, MobileInfo mi) { return mi.Subterranean; }
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byte ICustomMovementLayer.Index { get { return CustomMovementLayerType.Subterranean; } }
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bool ICustomMovementLayer.InteractsWithDefaultLayer { get { return false; } }
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WPos ICustomMovementLayer.CenterOfCell(CPos cell)
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{
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var pos = map.CenterOfCell(cell);
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return pos + new WVec(0, 0, height[cell] - pos.Z);
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}
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bool ValidTransitionCell(CPos cell, MobileInfo mi)
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{
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var terrainType = map.GetTerrainInfo(cell).Type;
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if (!mi.SubterraneanTransitionTerrainTypes.Contains(terrainType) && mi.SubterraneanTransitionTerrainTypes.Any())
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return false;
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if (mi.SubterraneanTransitionOnRamps)
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return true;
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var tile = map.Tiles[cell];
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var ti = map.Rules.TileSet.GetTileInfo(tile);
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return ti == null || ti.RampType == 0;
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}
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int ICustomMovementLayer.EntryMovementCost(ActorInfo a, MobileInfo mi, CPos cell)
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{
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return ValidTransitionCell(cell, mi) ? mi.SubterraneanTransitionCost : int.MaxValue;
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}
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int ICustomMovementLayer.ExitMovementCost(ActorInfo a, MobileInfo mi, CPos cell)
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{
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return ValidTransitionCell(cell, mi) ? mi.SubterraneanTransitionCost : int.MaxValue;
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}
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byte ICustomMovementLayer.GetTerrainIndex(CPos cell)
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{
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return terrainIndex;
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}
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}
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}
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@@ -291,12 +291,21 @@ SAPC:
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TurnSpeed: 5
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Speed: 71
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RequiresCondition: !empdisable && !loading
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Subterranean: true
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SubterraneanCondition: submerged
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SubterraneanTransitionTerrainTypes: Clear, Rough
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SubterraneanTransitionCost: 120
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SubterraneanTransitionSound: subdril1.aud
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SubterraneanTransitionImage: dig
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SubterraneanTransitionSequence: idle
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TerrainSpeeds:
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Subterranean: 120
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Health:
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HP: 175
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Armor:
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Type: Heavy
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RevealsShroud:
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RequiresCondition: !inside-tunnel
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RequiresCondition: !inside-tunnel && !submerged
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Range: 5c0
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MaxHeightDelta: 3
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Cargo:
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@@ -306,6 +315,10 @@ SAPC:
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UnloadVoice: Unload
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LoadingCondition: loading
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EjectOnDeath: true
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WithVoxelBody:
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RequiresCondition: !submerged
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Targetable:
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RequiresCondition: !inside-tunnel && !submerged
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SUBTANK:
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Inherits: ^Tank
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@@ -324,12 +337,21 @@ SUBTANK:
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TurnSpeed: 6
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Speed: 71
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Crushes: wall, crate, infantry
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Subterranean: true
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SubterraneanCondition: submerged
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SubterraneanTransitionTerrainTypes: Clear, Rough
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SubterraneanTransitionCost: 120
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SubterraneanTransitionSound: subdril1.aud
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SubterraneanTransitionImage: dig
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SubterraneanTransitionSequence: idle
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TerrainSpeeds:
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Subterranean: 120
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Health:
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HP: 300
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Armor:
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Type: Light
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RevealsShroud:
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RequiresCondition: !inside-tunnel
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RequiresCondition: !inside-tunnel && !submerged
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Range: 5c0
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MaxHeightDelta: 3
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Armament:
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@@ -337,6 +359,10 @@ SUBTANK:
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AttackFrontal:
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Voice: Attack
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AutoTarget:
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WithVoxelBody:
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RequiresCondition: !submerged
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Targetable:
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RequiresCondition: !inside-tunnel && !submerged
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STNK:
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Inherits: ^Tank
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@@ -60,6 +60,7 @@
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TerrainGeometryOverlay:
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ExitsDebugOverlayManager:
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CliffBackImpassabilityLayer:
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SubterraneanActorLayer:
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World:
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Inherits: ^BaseWorld
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@@ -631,3 +631,9 @@ tuntop03:
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tuntop04:
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Inherits: ^tuntop
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dig:
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idle:
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Length: *
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ZOffset: 511
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Offset: 0, 0, 24
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@@ -72,6 +72,9 @@ Terrain:
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Type: Rock
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TargetTypes: Ground
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Color: 44443C
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TerrainType@Subterranean:
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Type: Subterranean
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Color: C7C9FA
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# Automatically generated. DO NOT EDIT!
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Templates:
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@@ -72,6 +72,9 @@ Terrain:
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Type: Rock
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TargetTypes: Ground
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Color: 44443C
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TerrainType@Subterranean:
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Type: Subterranean
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Color: 745537
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# Automatically generated. DO NOT EDIT!
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Templates:
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