Merge pull request #11520 from reaperrr/IdleWander

Make civilians wander around when idle
This commit is contained in:
Oliver Brakmann
2016-07-04 11:50:35 +02:00
committed by GitHub
10 changed files with 38 additions and 13 deletions

View File

@@ -273,7 +273,7 @@
<Compile Include="Traits\Attack\AttackOmni.cs" />
<Compile Include="Traits\Attack\AttackSuicides.cs" />
<Compile Include="Traits\Attack\AttackTurreted.cs" />
<Compile Include="Traits\Attack\AttackWander.cs" />
<Compile Include="Traits\AttackWander.cs" />
<Compile Include="Traits\AutoTarget.cs" />
<Compile Include="Traits\BlocksProjectiles.cs" />
<Compile Include="Traits\Buildable.cs" />

View File

@@ -27,7 +27,7 @@ namespace OpenRA.Mods.Common.Traits
public AttackWander(Actor self, AttackWanderInfo info)
: base(self, info)
{
attackMove = self.TraitOrDefault<AttackMove>();
attackMove = self.Trait<AttackMove>();
}
public override void DoAction(Actor self, CPos targetCell)

View File

@@ -15,7 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Wanders around aimlessly while idle.")]
public abstract class WandersInfo : ITraitInfo
public class WandersInfo : UpgradableTraitInfo, Requires<IMoveInfo>
{
public readonly int WanderMoveRadius = 1;
@@ -28,13 +28,14 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Maximum amount of ticks the actor will sit idly before starting to wander.")]
public readonly int MaxMoveDelay = 0;
public abstract object Create(ActorInitializer init);
public override object Create(ActorInitializer init) { return new Wanders(init.Self, this); }
}
public class Wanders : INotifyIdle, INotifyBecomingIdle
public class Wanders : UpgradableTrait<WandersInfo>, INotifyCreated, INotifyIdle, INotifyBecomingIdle
{
readonly Actor self;
readonly WandersInfo info;
IResolveOrder move;
int countdown;
int ticksIdle;
@@ -42,12 +43,18 @@ namespace OpenRA.Mods.Common.Traits
bool firstTick = true;
public Wanders(Actor self, WandersInfo info)
: base(info)
{
this.self = self;
this.info = info;
effectiveMoveRadius = info.WanderMoveRadius;
}
void INotifyCreated.Created(Actor self)
{
move = self.Trait<IMove>() as IResolveOrder;
}
public virtual void OnBecomingIdle(Actor self)
{
countdown = self.World.SharedRandom.Next(info.MinMoveDelay, info.MaxMoveDelay);
@@ -55,9 +62,13 @@ namespace OpenRA.Mods.Common.Traits
public virtual void TickIdle(Actor self)
{
// The countdown has not have been set at this point, so don't check yet
if (IsTraitDisabled)
return;
// OnBecomingIdle has not been called yet at this point, so set the initial countdown here
if (firstTick)
{
countdown = self.World.SharedRandom.Next(info.MinMoveDelay, info.MaxMoveDelay);
firstTick = false;
return;
}
@@ -92,7 +103,7 @@ namespace OpenRA.Mods.Common.Traits
public virtual void DoAction(Actor self, CPos targetCell)
{
throw new NotImplementedException("Base class Wanders does not implement method DoAction!");
move.ResolveOrder(self, new Order("Move", self, false) { TargetLocation = targetCell });
}
}
}

View File

@@ -152,7 +152,7 @@ namespace OpenRA.Mods.D2k.Activities
sandworm.IsAttacking = false;
// There is a chance that the worm would just go away after attacking
if (self.World.SharedRandom.Next(100) <= sandworm.Info.ChanceToDisappear)
if (self.World.SharedRandom.Next(100) <= sandworm.WormInfo.ChanceToDisappear)
{
self.CancelActivity();
self.World.AddFrameEndTask(w => self.Dispose());

View File

@@ -35,7 +35,7 @@ namespace OpenRA.Mods.D2k.Traits
class Sandworm : Wanders, ITick, INotifyActorDisposing
{
public readonly SandwormInfo Info;
public readonly SandwormInfo WormInfo;
readonly WormManager manager;
readonly Mobile mobile;
@@ -50,7 +50,7 @@ namespace OpenRA.Mods.D2k.Traits
public Sandworm(Actor self, SandwormInfo info)
: base(self, info)
{
Info = info;
WormInfo = info;
mobile = self.Trait<Mobile>();
attackTrait = self.Trait<AttackBase>();
manager = self.World.WorldActor.Trait<WormManager>();
@@ -78,10 +78,10 @@ namespace OpenRA.Mods.D2k.Traits
void RescanForTargets(Actor self)
{
targetCountdown = Info.TargetRescanInterval;
targetCountdown = WormInfo.TargetRescanInterval;
// If close enough, we don't care about other actors.
var target = self.World.FindActorsInCircle(self.CenterPosition, Info.IgnoreNoiseAttackRange)
var target = self.World.FindActorsInCircle(self.CenterPosition, WormInfo.IgnoreNoiseAttackRange)
.FirstOrDefault(x => attackTrait.HasAnyValidWeapons(Target.FromActor(x)));
if (target != null)
{
@@ -98,7 +98,7 @@ namespace OpenRA.Mods.D2k.Traits
return mobile.CanEnterCell(a.Location, null, false);
};
var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, Info.MaxSearchRadius)
var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, WormInfo.MaxSearchRadius)
.Where(isValidTarget).SelectMany(a => a.TraitsImplementing<AttractsWorms>());
var noiseDirection = actorsInRange.Aggregate(WVec.Zero, (a, b) => a + b.AttractionAtPosition(self.CenterPosition));

View File

@@ -503,6 +503,7 @@ C10:
DELPHI:
Inherits: ^CivInfantry
Inherits@armed: ^ArmedCivilian
-Wanders:
Tooltip:
Name: Agent Delphi
@@ -513,6 +514,7 @@ CHAN:
MOEBIUS:
Inherits: ^CivInfantry
-Wanders:
Voiced:
VoiceSet: MoebiusVoice
Tooltip:

View File

@@ -301,6 +301,9 @@
CrushSound: squish2.aud
Voiced:
VoiceSet: CivilianMaleVoice
Wanders:
MinMoveDelay: 150
MaxMoveDelay: 750
^ArmedCivilian:
Armament:

View File

@@ -290,6 +290,9 @@
ScaredyCat:
Voiced:
VoiceSet: CivilianMaleVoice
Wanders:
MinMoveDelay: 150
MaxMoveDelay: 750
^ArmedCivilian:
Armament:

View File

@@ -362,6 +362,7 @@ MECH:
EINSTEIN:
Inherits: ^CivInfantry
-Wanders:
Tooltip:
Name: Prof. Einstein
Mobile:
@@ -371,6 +372,7 @@ EINSTEIN:
DELPHI:
Inherits: ^CivInfantry
-Wanders:
Tooltip:
Name: Agent Delphi
Mobile:
@@ -388,6 +390,7 @@ CHAN:
GNRL:
Inherits@1: ^CivInfantry
Inherits@2: ^ArmedCivilian
-Wanders:
Tooltip:
Name: General
Selectable:

View File

@@ -403,6 +403,9 @@
Tooltip:
Name: Civilian
ScaredyCat:
Wanders:
MinMoveDelay: 150
MaxMoveDelay: 750
^Vehicle:
Inherits@1: ^GainsExperience