Improve Carryall behaviour and integration with Aircraft.

This commit is contained in:
tovl
2019-06-30 14:01:55 +00:00
committed by reaperrr
parent adecd4ca87
commit 8e5875453a
9 changed files with 96 additions and 155 deletions

View File

@@ -17,48 +17,37 @@ namespace OpenRA.Mods.Common.Activities
{
public class DeliverUnit : Activity
{
readonly Actor self;
readonly Carryall carryall;
readonly BodyOrientation body;
readonly bool assignTargetOnFirstRun;
readonly WDist deliverRange;
Target destination;
public DeliverUnit(Actor self, CPos destination)
: this(self, Target.FromCell(self.World, destination)) { }
public DeliverUnit(Actor self)
: this(self, Target.Invalid) { }
DeliverUnit(Actor self, Target destination)
public DeliverUnit(Actor self, WDist deliverRange)
: this(self, Target.Invalid, deliverRange)
{
assignTargetOnFirstRun = true;
}
public DeliverUnit(Actor self, Target destination, WDist deliverRange)
{
this.self = self;
this.destination = destination;
this.deliverRange = deliverRange;
carryall = self.Trait<Carryall>();
body = self.Trait<BodyOrientation>();
}
Target FindDropLocation(Target requested, WDist maxSearchDistance)
protected override void OnFirstRun(Actor self)
{
var positionable = carryall.Carryable.Trait<IPositionable>();
var centerPosition = requested.CenterPosition;
var targetCell = self.World.Map.CellContaining(centerPosition);
if (assignTargetOnFirstRun)
destination = Target.FromCell(self.World, self.Location);
// The easy case
if (positionable.CanEnterCell(targetCell, self))
return requested;
var cellRange = (maxSearchDistance.Length + 1023) / 1024;
foreach (var c in self.World.Map.FindTilesInCircle(targetCell, cellRange))
{
if (!positionable.CanEnterCell(c, self))
continue;
var delta = self.World.Map.CenterOfCell(c) - centerPosition;
if (delta.LengthSquared < maxSearchDistance.LengthSquared)
return Target.FromCell(self.World, c);
}
return Target.Invalid;
QueueChild(self, new Land(self, destination, deliverRange), true);
QueueChild(self, new Wait(carryall.Info.UnloadingDelay, false), true);
QueueChild(self, new ReleaseUnit(self));
QueueChild(self, new TakeOff(self));
}
public override Activity Tick(Actor self)
@@ -70,55 +59,7 @@ namespace OpenRA.Mods.Common.Activities
return this;
}
if (IsCanceling || carryall.State != Carryall.CarryallState.Carrying || carryall.Carryable.IsDead)
return NextActivity;
// Drop the actor at the current position
if (destination.Type == TargetType.Invalid)
destination = Target.FromCell(self.World, self.Location);
var target = FindDropLocation(destination, carryall.Info.DropRange);
// Can't land, so wait at the target until something changes
if (target.Type == TargetType.Invalid)
{
QueueChild(self, new Fly(self, destination), true);
QueueChild(self, new Wait(25));
return this;
}
// Move to drop-off location
var localOffset = carryall.CarryableOffset.Rotate(body.QuantizeOrientation(self, self.Orientation));
var carryablePosition = self.CenterPosition + body.LocalToWorld(localOffset);
if ((carryablePosition - target.CenterPosition).HorizontalLengthSquared != 0)
{
// For non-zero offsets the drop position depends on the carryall facing
// We therefore need to predict/correct for the facing *at the drop point*
if (carryall.CarryableOffset.HorizontalLengthSquared != 0)
{
var dropFacing = (target.CenterPosition - self.CenterPosition).Yaw.Facing;
localOffset = carryall.CarryableOffset.Rotate(body.QuantizeOrientation(self, WRot.FromFacing(dropFacing)));
QueueChild(self, new Fly(self, Target.FromPos(target.CenterPosition - body.LocalToWorld(localOffset))), true);
QueueChild(self, new Turn(self, dropFacing));
return this;
}
QueueChild(self, new Fly(self, target), true);
return this;
}
// Make sure that the carried actor is on the ground before releasing it
if (self.World.Map.DistanceAboveTerrain(carryablePosition) != WDist.Zero)
QueueChild(self, new Land(self), true);
// Pause briefly before releasing for visual effect
if (carryall.Info.UnloadingDelay > 0)
QueueChild(self, new Wait(carryall.Info.UnloadingDelay, false), true);
// Release carried actor
QueueChild(self, new ReleaseUnit(self));
QueueChild(self, new Fly(self, Target.FromPos(self.CenterPosition)));
return this;
return NextActivity;
}
class ReleaseUnit : Activity