Traits can now resolve orders (ATM, they all resolve the orders they issue)
This commit is contained in:
@@ -83,7 +83,7 @@ namespace OpenRa.Game
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var underCursor = Game.UnitInfluence.GetUnitAt( xy ) ?? Game.BuildingInfluence.GetBuildingAt( xy );
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return traits.WithInterface<Traits.IOrder>()
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.Select( x => x.Order( this, xy, lmb, underCursor ) )
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.Select( x => x.IssueOrder( this, xy, lmb, underCursor ) )
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.FirstOrDefault( x => x != null );
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}
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@@ -149,10 +149,10 @@ namespace OpenRa.Game
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act.NextActivity = nextActivity;
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}
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public void CancelActivity( Actor self )
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public void CancelActivity()
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{
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if( currentActivity != null )
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currentActivity.Cancel( self );
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currentActivity.Cancel( this );
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}
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// For pathdebug, et al
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@@ -85,6 +85,8 @@ namespace OpenRa.Game
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return Game.world.Actors.Where(x => x.ActorID == aID).First();
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}
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// Named constructors for Orders.
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// Now that Orders are resolved by individual Actors, these are weird; you unpack orders manually, but not pack them.
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public static Order Chat(Player subject, string text)
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{
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return new Order(subject, "Chat", null, null, int2.Zero, text);
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@@ -69,11 +69,30 @@ namespace OpenRa.Game.Traits
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return true;
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}
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public Order Order( Actor self, int2 xy, bool lmb, Actor underCursor )
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public Order IssueOrder( Actor self, int2 xy, bool lmb, Actor underCursor )
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{
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if( lmb || underCursor == null ) return null;
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if( underCursor.Owner == self.Owner ) return null;
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return OpenRa.Game.Order.Attack( self, underCursor );
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return Order.Attack( self, underCursor );
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}
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public void ResolveOrder( Actor self, Order order )
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{
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if( order.OrderString == "Attack" )
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{
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self.CancelActivity();
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QueueAttack( self, order );
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}
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}
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protected virtual void QueueAttack( Actor self, Order order )
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{
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const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
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/* todo: choose the appropriate weapon, when only one works against this target */
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var weapon = order.Subject.unitInfo.Primary ?? order.Subject.unitInfo.Secondary;
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self.QueueActivity( new Traits.Activities.Attack( order.TargetActor,
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Math.Max( 0, (int)Rules.WeaponInfo[ weapon ].Range - RangeTolerance ) ) );
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}
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}
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@@ -94,5 +113,16 @@ namespace OpenRa.Game.Traits
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DoAttack( self );
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}
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protected override void QueueAttack( Actor self, Order order )
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{
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const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
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/* todo: choose the appropriate weapon, when only one works against this target */
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var weapon = order.Subject.unitInfo.Primary ?? order.Subject.unitInfo.Secondary;
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self.QueueActivity( new Traits.Activities.Follow( order.TargetActor,
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Math.Max( 0, (int)Rules.WeaponInfo[ weapon ].Range - RangeTolerance ) ) );
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self.traits.Get<AttackTurreted>().target = order.TargetActor;
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}
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}
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}
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@@ -13,6 +13,8 @@ namespace OpenRa.Game.Traits
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public bool IsFull { get { return oreCarried + gemsCarried == Rules.General.BailCount; } }
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public bool IsEmpty { get { return oreCarried == 0 && gemsCarried == 0; } }
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public Harvester( Actor self ) { }
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public void AcceptResource(bool isGem)
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{
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if (isGem) gemsCarried++;
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@@ -27,21 +29,34 @@ namespace OpenRa.Game.Traits
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gemsCarried = 0;
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}
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public Order Order(Actor self, int2 xy, bool lmb, Actor underCursor)
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public Order IssueOrder(Actor self, int2 xy, bool lmb, Actor underCursor)
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{
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if (lmb) return null;
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if (underCursor != null
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&& underCursor.Owner == self.Owner
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&& underCursor.traits.Contains<AcceptsOre>() && !IsEmpty)
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return OpenRa.Game.Order.DeliverOre(self, underCursor);
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return Order.DeliverOre(self, underCursor);
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if (underCursor == null && Rules.Map.ContainsResource(xy))
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return OpenRa.Game.Order.Harvest(self, xy);
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return Order.Harvest(self, xy);
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return null;
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}
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public Harvester(Actor self) { }
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public void ResolveOrder( Actor self, Order order )
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{
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if( order.OrderString == "Harvest" )
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{
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self.CancelActivity();
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self.QueueActivity( new Traits.Activities.Move( order.TargetLocation, 0 ) );
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self.QueueActivity( new Traits.Activities.Harvest() );
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}
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else if( order.OrderString == "DeliverOre" )
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{
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self.CancelActivity();
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self.QueueActivity( new Traits.Activities.DeliverOre( order.TargetActor ) );
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}
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}
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}
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}
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@@ -18,16 +18,28 @@ namespace OpenRa.Game.Traits
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targetLocation = self.Location;
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}
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public Order Order(Actor self, int2 xy, bool lmb, Actor underCursor)
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public Order IssueOrder(Actor self, int2 xy, bool lmb, Actor underCursor)
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{
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if (lmb) return null;
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if (underCursor == null)
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return OpenRa.Game.Order.Move(self, xy);
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return Order.Move(self, xy);
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return null;
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}
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public void ResolveOrder( Actor self, Order order )
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{
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if( order.OrderString == "Move" )
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{
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targetLocation = order.TargetLocation;
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var attackBase = self.traits.WithInterface<AttackBase>().FirstOrDefault();
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if( attackBase != null )
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attackBase.target = null; /* move cancels attack order */
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}
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}
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public void Tick(Actor self)
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{
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var unit = self.traits.Get<Unit>();
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@@ -10,12 +10,26 @@ namespace OpenRa.Game.Traits
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{
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public McvDeploy(Actor self) { }
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public Order Order(Actor self, int2 xy, bool lmb, Actor underCursor)
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public Order IssueOrder(Actor self, int2 xy, bool lmb, Actor underCursor)
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{
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if (lmb) return null;
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if( xy != self.Location ) return null;
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return OpenRa.Game.Order.DeployMcv(self);
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return Order.DeployMcv(self);
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}
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public void ResolveOrder( Actor self, Order order )
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{
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if( order.OrderString == "DeployMcv" )
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{
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var factBuildingInfo = (UnitInfo.BuildingInfo)Rules.UnitInfo[ "fact" ];
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if( Game.CanPlaceBuilding( factBuildingInfo, self.Location - new int2( 1, 1 ), self, false ) )
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{
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self.CancelActivity();
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self.QueueActivity( new Traits.Activities.Turn( 96 ) );
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self.QueueActivity( new Traits.Activities.DeployMcv() );
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}
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}
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}
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}
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}
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@@ -25,7 +25,7 @@ namespace OpenRa.Game.Traits
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Game.UnitInfluence.Update( this );
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}
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public Order Order(Actor self, int2 xy, bool lmb, Actor underCursor)
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public Order IssueOrder(Actor self, int2 xy, bool lmb, Actor underCursor)
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{
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if( lmb ) return null;
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@@ -34,7 +34,20 @@ namespace OpenRa.Game.Traits
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if (xy == toCell) return null;
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return OpenRa.Game.Order.Move( self, xy );
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return Order.Move( self, xy );
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}
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public void ResolveOrder( Actor self, Order order )
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{
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if( order.OrderString == "Move" )
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{
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self.CancelActivity();
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self.QueueActivity( new Traits.Activities.Move( order.TargetLocation, 8 ) );
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var attackBase = self.traits.WithInterface<AttackBase>().FirstOrDefault();
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if( attackBase != null )
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attackBase.target = null; /* move cancels attack order */
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}
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}
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public IEnumerable<int2> OccupiedCells()
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@@ -29,10 +29,16 @@ namespace OpenRa.Game.Traits
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anim.Image, Game.CellSize * (new float2(.5f, .5f) + rallyPoint.ToFloat2()));
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}
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public Order Order(Actor self, int2 xy, bool lmb, Actor underCursor)
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public Order IssueOrder(Actor self, int2 xy, bool lmb, Actor underCursor)
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{
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if (lmb || underCursor != null) return null;
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return OpenRa.Game.Order.SetRallyPoint(self, xy);
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return Order.SetRallyPoint(self, xy);
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}
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public void ResolveOrder( Actor self, Order order )
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{
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if( order.OrderString == "SetRallyPoint" )
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rallyPoint = order.TargetLocation;
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}
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public void Tick(Actor self) { anim.Tick(); }
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@@ -11,8 +11,12 @@ namespace OpenRa.Game.Traits
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interface ITick { void Tick(Actor self); }
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interface IRender { IEnumerable<Tuple<Sprite, float2, int>> Render(Actor self); }
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interface IOrder { Order Order(Actor self, int2 xy, bool lmb, Actor underCursor); }
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interface INotifyDamage { void Damaged(Actor self, DamageState ds); }
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interface INotifyDamageEx : INotifyDamage { void Damaged(Actor self, int damage); }
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interface INotifyBuildComplete { void BuildingComplete (Actor self); }
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interface IOrder
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{
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Order IssueOrder( Actor self, int2 xy, bool lmb, Actor underCursor );
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void ResolveOrder( Actor self, Order order );
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}
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}
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@@ -14,69 +14,14 @@ namespace OpenRa.Game
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switch( order.OrderString )
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{
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case "Move":
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{
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var mobile = order.Subject.traits.GetOrDefault<Mobile>();
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if (mobile != null)
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{
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order.Subject.CancelActivity( order.Subject );
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order.Subject.QueueActivity( new Traits.Activities.Move( order.TargetLocation, 8 ) );
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}
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var heli = order.Subject.traits.GetOrDefault<Helicopter>();
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if (heli != null)
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heli.targetLocation = order.TargetLocation;
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var attackBase = order.Subject.traits.WithInterface<AttackBase>().FirstOrDefault();
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if( attackBase != null )
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attackBase.target = null; /* move cancels attack order */
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break;
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}
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case "Attack":
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{
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const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
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var mobile = order.Subject.traits.GetOrDefault<Mobile>();
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/* todo: choose the appropriate weapon, when only one works against this target */
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var weapon = order.Subject.unitInfo.Primary ?? order.Subject.unitInfo.Secondary;
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order.Subject.CancelActivity(order.Subject);
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if (order.Subject.traits.Contains<AttackTurreted>())
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{
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order.Subject.QueueActivity(
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new Traits.Activities.Follow(order.TargetActor,
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Math.Max(0, (int)Rules.WeaponInfo[weapon].Range - RangeTolerance)));
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order.Subject.traits.Get<AttackTurreted>().target = order.TargetActor;
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}
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else
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{
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order.Subject.QueueActivity(
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new Traits.Activities.Attack(order.TargetActor,
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Math.Max(0, (int)Rules.WeaponInfo[weapon].Range - RangeTolerance)));
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}
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break;
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}
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case "DeployMcv":
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{
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var factBuildingInfo = (UnitInfo.BuildingInfo)Rules.UnitInfo[ "fact" ];
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if( !Game.CanPlaceBuilding( factBuildingInfo, order.Subject.Location - new int2( 1, 1 ), order.Subject, false ) )
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break; /* throw the order on the floor */
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order.Subject.CancelActivity( order.Subject );
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order.Subject.QueueActivity( new Traits.Activities.Turn( 96 ) );
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order.Subject.QueueActivity( new Traits.Activities.DeployMcv() );
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break;
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}
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case "DeliverOre":
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{
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order.Subject.CancelActivity( order.Subject );
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order.Subject.QueueActivity( new Traits.Activities.DeliverOre( order.TargetActor ) );
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break;
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}
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case "Harvest":
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case "SetRallyPoint":
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{
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order.Subject.CancelActivity( order.Subject );
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order.Subject.QueueActivity( new Traits.Activities.Move( order.TargetLocation, 0 ) );
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order.Subject.QueueActivity( new Traits.Activities.Harvest() );
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foreach( var t in order.Subject.traits.WithInterface<IOrder>() )
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t.ResolveOrder( order.Subject, order );
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break;
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}
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case "PlaceBuilding":
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@@ -142,12 +87,6 @@ namespace OpenRa.Game
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order.Player.CancelProduction( Rules.UnitCategory[ order.TargetString ] );
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break;
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}
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case "SetRallyPoint":
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{
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var pt = order.Subject.traits.Get<RallyPoint>();
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pt.rallyPoint = order.TargetLocation;
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break;
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}
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case "Chat":
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{
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Game.chat.AddLine(Pair.New(order.Player.PlayerName + ":", order.TargetString));
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