git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@1302 993157c7-ee19-0410-b2c4-bb4e9862e678
This commit is contained in:
@@ -62,8 +62,8 @@ namespace OpenRa.Game
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SequenceProvider.ForcePrecache();
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world.Add(new Mcv(new int2(5, 5), 3));
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world.Add(new Mcv(new int2(7, 5), 2));
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world.Add( new Mcv( new int2( 5, 5 ), 3 ) );
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world.Add( new Mcv( new int2( 7, 5 ), 2 ) );
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Mcv mcv = new Mcv( new int2( 9, 5 ), 1 );
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myUnit = mcv;
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world.Add( mcv );
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@@ -7,122 +7,13 @@ using BluntDirectX.Direct3D;
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namespace OpenRa.Game
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{
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delegate void TickFunc(World world, double t);
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class Mcv : Actor, ISelectable
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class Mcv : Unit
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{
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static Range<int> mcvRange = UnitSheetBuilder.GetUnit("mcv");
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static Range<int> mcvRange = UnitSheetBuilder.GetUnit( "mcv" );
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int facing = 0;
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int2 fromCell, toCell;
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int moveFraction, moveFractionTotal;
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TickFunc currentOrder, nextOrder;
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public Mcv(int2 cell, int palette)
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public Mcv( int2 location, int palette )
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: base( location, palette )
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{
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fromCell = toCell = cell;
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renderLocation = (cell * 24).ToFloat2() - new float2(12, 12);
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this.palette = palette;
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}
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static float2[] fvecs = Util.MakeArray<float2>(32,
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delegate(int i) { return -float2.FromAngle(i / 16.0f * (float)Math.PI); });
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int GetFacing(float2 d)
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{
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if (float2.WithinEpsilon(d, float2.Zero, 0.001f))
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return facing;
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int highest = -1;
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float highestDot = -1.0f;
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for (int i = 0; i < fvecs.Length; i++)
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{
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float dot = float2.Dot(fvecs[i], d);
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if (dot > highestDot)
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{
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highestDot = dot;
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highest = i;
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}
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}
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return highest;
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}
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public override Sprite[] CurrentImages
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{
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get { return new Sprite[] { UnitSheetBuilder.sprites[facing + mcvRange.Start] }; }
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}
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const int Speed = 6;
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public override void Tick( World world, double t )
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{
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if( currentOrder == null && nextOrder != null )
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{
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currentOrder = nextOrder;
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nextOrder = null;
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}
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if( currentOrder != null )
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currentOrder( world, t );
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}
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public void AcceptMoveOrder( int2 destination )
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{
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nextOrder = delegate( World world, double t )
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{
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int speed = (int)( t * ( Speed * 100 ) );
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if( nextOrder != null )
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destination = toCell;
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int desiredFacing = GetFacing( ( toCell - fromCell ).ToFloat2() );
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if( facing != desiredFacing )
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Turn(desiredFacing);
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else
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{
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moveFraction += speed;
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if( moveFraction >= moveFractionTotal )
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{
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moveFraction = 0;
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moveFractionTotal = 0;
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fromCell = toCell;
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if( toCell == destination )
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currentOrder = null;
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else
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{
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List<int2> res = PathFinder.Instance.FindUnitPath( world, this, destination );
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if( res.Count != 0 )
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{
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toCell = res[ res.Count - 1 ];
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int2 dir = toCell - fromCell;
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moveFractionTotal = ( dir.X != 0 && dir.Y != 0 ) ? 250 : 200;
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}
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else
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destination = toCell;
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}
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}
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}
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float2 location;
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if( moveFraction > 0 )
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location = 24 * float2.Lerp(fromCell.ToFloat2(), toCell.ToFloat2(),
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(float)moveFraction / moveFractionTotal);
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else
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location = 24 * fromCell.ToFloat2();
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renderLocation = (location - new float2( 12, 12 )).Round();
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};
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}
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void Turn(int desiredFacing)
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{
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int df = (desiredFacing - facing + 32) % 32;
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facing = (facing + (df > 16 ? 31 : 1)) % 32;
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}
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public void AcceptDeployOrder()
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@@ -130,11 +21,11 @@ namespace OpenRa.Game
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nextOrder = delegate( World world, double t )
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{
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int desiredFacing = 12;
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if (facing != desiredFacing)
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Turn(desiredFacing);
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if( facing != desiredFacing )
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Turn( desiredFacing );
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else
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{
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world.AddFrameEndTask(delegate
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world.AddFrameEndTask( delegate
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{
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world.Remove( this );
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world.Add( new ConstructionYard( fromCell - new int2( 1, 1 ), palette ) );
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@@ -145,17 +36,17 @@ namespace OpenRa.Game
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};
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}
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public IOrder Order( int2 xy )
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public override Sprite[] CurrentImages
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{
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get { return new Sprite[] { UnitSheetBuilder.sprites[ facing + mcvRange.Start ] }; }
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}
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public override IOrder Order( int2 xy )
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{
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if( ( fromCell == toCell || moveFraction == 0 ) && fromCell == xy )
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return new DeployMcvOrder( this );
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else
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return new MoveOrder( this, xy );
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}
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public int2 Location
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{
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get { return toCell; }
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return base.Order( xy );
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}
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}
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}
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@@ -11,10 +11,10 @@ namespace OpenRa.Game
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class MoveOrder : IOrder
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{
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public readonly Mcv Unit;
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public readonly Unit Unit;
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public readonly int2 Destination;
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public MoveOrder(Mcv unit, int2 destination)
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public MoveOrder(Unit unit, int2 destination)
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{
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this.Unit = unit;
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this.Destination = destination;
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@@ -28,16 +28,16 @@ namespace OpenRa.Game
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class DeployMcvOrder : IOrder
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{
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public Mcv Unit;
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public Mcv Mcv;
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public DeployMcvOrder( Mcv unit )
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public DeployMcvOrder( Mcv mcv )
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{
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this.Unit = unit;
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this.Mcv = mcv;
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}
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public void Apply()
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{
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Unit.AcceptDeployOrder();
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Mcv.AcceptDeployOrder();
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}
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}
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}
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@@ -72,6 +72,7 @@
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<Compile Include="TerrainRenderer.cs" />
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<Compile Include="Tree.cs" />
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<Compile Include="TreeCache.cs" />
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<Compile Include="Unit.cs" />
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<Compile Include="UnitSheetBuilder.cs" />
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<Compile Include="Util.cs" />
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<Compile Include="Vertex.cs" />
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@@ -100,4 +101,4 @@
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project>
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</Project>
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@@ -34,7 +34,7 @@ namespace OpenRa.Game
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}
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}
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public List<int2> FindUnitPath( World world, Mcv unit, int2 destination )
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public List<int2> FindUnitPath( World world, Unit unit, int2 destination )
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{
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int2 offset = new int2( map.XOffset, map.YOffset );
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131
OpenRa.Game/Unit.cs
Normal file
131
OpenRa.Game/Unit.cs
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@@ -0,0 +1,131 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace OpenRa.Game
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{
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abstract class Unit : Actor, ISelectable
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{
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protected int facing = 0;
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protected int2 fromCell, toCell;
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protected int moveFraction, moveFractionTotal;
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protected delegate void TickFunc( World world, double t );
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protected TickFunc currentOrder = null;
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protected TickFunc nextOrder = null;
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public Unit( int2 cell, int palette )
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{
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fromCell = toCell = cell;
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// HACK: display the mcv centered in it's cell;
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renderLocation = ( cell * 24 ).ToFloat2() - new float2( 12, 12 );
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this.palette = palette;
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}
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static float2[] fvecs = Util.MakeArray<float2>( 32,
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delegate( int i ) { return -float2.FromAngle( i / 16.0f * (float)Math.PI ); } );
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int GetFacing( float2 d )
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{
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if( float2.WithinEpsilon( d, float2.Zero, 0.001f ) )
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return facing;
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int highest = -1;
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float highestDot = -1.0f;
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for( int i = 0 ; i < fvecs.Length ; i++ )
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{
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float dot = float2.Dot( fvecs[ i ], d );
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if( dot > highestDot )
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{
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highestDot = dot;
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highest = i;
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}
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}
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return highest;
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}
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const int Speed = 6;
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public override void Tick( World world, double t )
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{
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if( currentOrder == null && nextOrder != null )
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{
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currentOrder = nextOrder;
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nextOrder = null;
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}
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if( currentOrder != null )
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currentOrder( world, t );
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}
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public void AcceptMoveOrder( int2 destination )
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{
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nextOrder = delegate( World world, double t )
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{
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int speed = (int)( t * ( Speed * 100 ) );
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if( nextOrder != null )
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destination = toCell;
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int desiredFacing = GetFacing( ( toCell - fromCell ).ToFloat2() );
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if( facing != desiredFacing )
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Turn( desiredFacing );
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else
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{
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moveFraction += speed;
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if( moveFraction >= moveFractionTotal )
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{
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moveFraction = 0;
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moveFractionTotal = 0;
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fromCell = toCell;
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if( toCell == destination )
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currentOrder = null;
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else
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{
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List<int2> res = PathFinder.Instance.FindUnitPath( world, this, destination );
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if( res.Count != 0 )
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{
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toCell = res[ res.Count - 1 ];
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int2 dir = toCell - fromCell;
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moveFractionTotal = ( dir.X != 0 && dir.Y != 0 ) ? 250 : 200;
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}
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else
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destination = toCell;
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}
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}
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}
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float2 location;
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if( moveFraction > 0 )
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location = 24 * float2.Lerp( fromCell.ToFloat2(), toCell.ToFloat2(),
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(float)moveFraction / moveFractionTotal );
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else
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location = 24 * fromCell.ToFloat2();
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renderLocation = location - new float2( 12, 12 ); // HACK: center mcv in it's cell
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renderLocation = renderLocation.Round();
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};
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}
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protected void Turn( int desiredFacing )
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{
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int df = ( desiredFacing - facing + 32 ) % 32;
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facing = ( facing + ( df > 16 ? 31 : 1 ) ) % 32;
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}
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public virtual IOrder Order( int2 xy )
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{
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return new MoveOrder( this, xy );
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}
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public int2 Location
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{
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get { return toCell; }
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}
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}
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}
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