Add plumbing for notifying traits of movement
More precisely, about start and stop of movement.
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@@ -33,9 +33,6 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Speed at which the actor turns.")]
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public readonly int TurnSpeed = 255;
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[Desc("Should turning always be considering as moving (instead of only turning while moving forward).")]
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public readonly bool AlwaysConsiderTurnAsMove = false;
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public readonly int Speed = 1;
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public readonly string Cursor = "move";
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@@ -124,22 +121,39 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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public class Mobile : PausableConditionalTrait<MobileInfo>, IIssueOrder, IResolveOrder, IOrderVoice, IPositionable, IMove,
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public class Mobile : PausableConditionalTrait<MobileInfo>, IIssueOrder, IResolveOrder, IOrderVoice, IPositionable, IMove, ITick,
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IFacing, IDeathActorInitModifier, INotifyAddedToWorld, INotifyRemovedFromWorld, INotifyBlockingMove, IActorPreviewInitModifier, INotifyBecomingIdle
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{
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readonly Actor self;
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readonly Lazy<IEnumerable<int>> speedModifiers;
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#region IMove IsMoving checks
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public bool IsMoving { get; set; }
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public bool IsMovingVertically { get { return false; } set { } }
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#region IMove CurrentMovementTypes
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MovementType movementTypes;
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public MovementType CurrentMovementTypes
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{
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get
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{
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return movementTypes;
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}
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set
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{
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var oldValue = movementTypes;
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movementTypes = value;
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if (value != oldValue)
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foreach (var n in notifyMoving)
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n.MovementTypeChanged(self, value);
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}
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}
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#endregion
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int facing;
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int oldFacing, facing;
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WPos oldPos;
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CPos fromCell, toCell;
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public SubCell FromSubCell, ToSubCell;
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INotifyCustomLayerChanged[] notifyCustomLayerChanged;
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INotifyVisualPositionChanged[] notifyVisualPositionChanged;
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INotifyMoving[] notifyMoving;
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INotifyFinishedMoving[] notifyFinishedMoving;
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#region IFacing
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@@ -201,11 +215,27 @@ namespace OpenRA.Mods.Common.Traits
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{
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notifyCustomLayerChanged = self.TraitsImplementing<INotifyCustomLayerChanged>().ToArray();
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notifyVisualPositionChanged = self.TraitsImplementing<INotifyVisualPositionChanged>().ToArray();
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notifyMoving = self.TraitsImplementing<INotifyMoving>().ToArray();
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notifyFinishedMoving = self.TraitsImplementing<INotifyFinishedMoving>().ToArray();
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base.Created(self);
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}
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void ITick.Tick(Actor self)
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{
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var newMovementTypes = MovementType.None;
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if (oldPos != CenterPosition)
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newMovementTypes |= MovementType.Horizontal;
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if (oldFacing != Facing)
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newMovementTypes |= MovementType.Turn;
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CurrentMovementTypes = newMovementTypes;
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oldPos = CenterPosition;
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oldFacing = Facing;
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}
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void INotifyAddedToWorld.AddedToWorld(Actor self)
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{
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self.World.AddToMaps(self, this);
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