Add plumbing for notifying traits of movement
More precisely, about start and stop of movement.
This commit is contained in:
@@ -94,8 +94,6 @@ namespace OpenRA.Mods.Cnc.Activities
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// We are at the destination
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if (++ticks >= length)
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{
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mobile.IsMoving = false;
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// Revoke the run condition
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attack.IsAiming = false;
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@@ -113,8 +111,6 @@ namespace OpenRA.Mods.Cnc.Activities
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return this;
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}
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mobile.IsMoving = true;
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return this;
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}
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@@ -50,7 +50,7 @@ namespace OpenRA.Mods.Cnc.Traits.Render
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public bool ShouldBeOpen()
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{
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if (move.IsMoving || self.World.Map.DistanceAboveTerrain(self.CenterPosition).Length > 0)
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if (move.CurrentMovementTypes.HasFlag(MovementType.Horizontal) || self.World.Map.DistanceAboveTerrain(self.CenterPosition).Length > 0)
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return false;
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return cargo.CurrentAdjacentCells.Any(c => self.World.Map.Contains(c)
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@@ -72,7 +72,8 @@ namespace OpenRA.Mods.Cnc.Traits.Render
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void ITick.Tick(Actor self)
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{
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if (movement.IsMoving)
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if (movement.CurrentMovementTypes.HasFlag(MovementType.Horizontal)
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|| movement.CurrentMovementTypes.HasFlag(MovementType.Turn))
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tick++;
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if (tick < info.TickRate)
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@@ -201,9 +201,7 @@ namespace OpenRA.Mods.Cnc.Traits
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public CPos NearestMoveableCell(CPos cell) { return cell; }
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// Actors with TDGunboat always move
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public bool IsMoving { get { return true; } set { } }
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public bool IsMovingVertically { get { return false; } set { } }
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public MovementType CurrentMovementTypes { get { return MovementType.Horizontal; } set { } }
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public bool CanEnterTargetNow(Actor self, Target target)
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{
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@@ -19,7 +19,6 @@ namespace OpenRA.Mods.Common.Activities
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public class Drag : Activity
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{
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readonly IPositionable positionable;
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readonly IMove movement;
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readonly IDisabledTrait disableable;
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WPos start, end;
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int length;
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@@ -28,8 +27,7 @@ namespace OpenRA.Mods.Common.Activities
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public Drag(Actor self, WPos start, WPos end, int length)
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{
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positionable = self.Trait<IPositionable>();
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movement = self.TraitOrDefault<IMove>();
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disableable = movement as IDisabledTrait;
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disableable = self.TraitOrDefault<IMove>() as IDisabledTrait;
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this.start = start;
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this.end = end;
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this.length = length;
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@@ -47,15 +45,7 @@ namespace OpenRA.Mods.Common.Activities
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positionable.SetVisualPosition(self, pos);
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if (++ticks >= length)
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{
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if (movement != null)
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movement.IsMoving = false;
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return NextActivity;
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}
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if (movement != null)
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movement.IsMoving = true;
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return this;
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}
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@@ -188,18 +188,7 @@ namespace OpenRA.Mods.Common.Activities
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{
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path.Add(nextCell.Value.First);
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// If Mobile.Info.AlwaysConsiderTurnAsMove is true, we consider Turn as movement regardless of facing delta size.
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// IsMoving is then set back to false in Turn.OnLastRun.
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// This is needed for actors that want to display their movement animation during turns (walker units, for example).
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mobile.IsMoving = mobile.Info.AlwaysConsiderTurnAsMove;
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// HACK: To fix visual hiccups on actors with move animations during "L-turn to next part of movement" transitions
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// or invisible mini-turns (due to less sprite facings than internal facings), we set IsMoving to 'true' during Turn activity
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// when the facing delta is low enough to be covered with a single Turn tick.
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// To avoid issues, we also make these mini-turns uninterruptible (like MovePart activities) to ensure the actor
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// finishes that mini-turn before starting something else.
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var facingWithinTolerance = Util.FacingWithinTolerance(mobile.Facing, firstFacing, mobile.TurnSpeed);
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QueueChild(self, new Turn(self, firstFacing, facingWithinTolerance, !facingWithinTolerance), true);
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QueueChild(self, new Turn(self, firstFacing), true);
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return this;
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}
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@@ -337,7 +326,6 @@ namespace OpenRA.Mods.Common.Activities
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return this;
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var ret = InnerTick(self, Move.mobile);
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Move.mobile.IsMoving = ret is MovePart;
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if (moveFraction > MoveFractionTotal)
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moveFraction = MoveFractionTotal;
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@@ -33,7 +33,6 @@ namespace OpenRA.Mods.Common.Activities
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protected override void OnFirstRun(Actor self)
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{
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targetStartPos = target.Positions.PositionClosestTo(self.CenterPosition);
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mobile.IsMoving = true;
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}
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public override Activity Tick(Actor self)
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@@ -84,11 +83,6 @@ namespace OpenRA.Mods.Common.Activities
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return this;
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}
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protected override void OnLastRun(Actor self)
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{
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mobile.IsMoving = false;
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}
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public override IEnumerable<Target> GetTargets(Actor self)
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{
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yield return target;
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@@ -19,32 +19,18 @@ namespace OpenRA.Mods.Common.Activities
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{
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readonly IDisabledTrait disablable;
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readonly IFacing facing;
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readonly Mobile mobile;
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readonly int desiredFacing;
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readonly bool setIsMoving;
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public Turn(Actor self, int desiredFacing, bool setIsMoving = false, bool isInterruptible = true)
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public Turn(Actor self, int desiredFacing)
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{
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disablable = self.TraitOrDefault<IMove>() as IDisabledTrait;
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facing = self.Trait<IFacing>();
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this.desiredFacing = desiredFacing;
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this.setIsMoving = setIsMoving;
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IsInterruptible = isInterruptible;
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// This might look confusing, but the current implementation of Mobile is both IMove and IDisabledTrait,
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// and this way we can save a separate Mobile trait look-up.
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mobile = disablable as Mobile;
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}
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protected override void OnFirstRun(Actor self)
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{
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if (setIsMoving && mobile != null && !mobile.IsMoving)
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mobile.IsMoving = true;
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}
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public override Activity Tick(Actor self)
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{
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if (IsInterruptible && IsCanceling)
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if (IsCanceling)
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return NextActivity;
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if (disablable != null && disablable.IsTraitDisabled)
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@@ -57,12 +43,5 @@ namespace OpenRA.Mods.Common.Activities
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return this;
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}
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protected override void OnLastRun(Actor self)
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{
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// If Mobile.IsMoving was set to 'true' earlier, we want to reset it to 'false' before the next tick.
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if (setIsMoving && mobile != null && mobile.IsMoving)
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mobile.IsMoving = false;
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}
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}
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}
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@@ -176,6 +176,7 @@ namespace OpenRA.Mods.Common.Traits
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ConditionManager conditionManager;
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IDisposable reservation;
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IEnumerable<int> speedModifiers;
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INotifyMoving[] notifyMoving;
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[Sync] public int Facing { get; set; }
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[Sync] public WPos CenterPosition { get; private set; }
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@@ -191,9 +192,9 @@ namespace OpenRA.Mods.Common.Traits
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int airborneToken = ConditionManager.InvalidConditionToken;
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int cruisingToken = ConditionManager.InvalidConditionToken;
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bool isMoving;
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bool isMovingVertically;
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MovementType movementTypes;
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WPos cachedPosition;
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int cachedFacing;
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bool? landNow;
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public Aircraft(ActorInitializer init, AircraftInfo info)
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@@ -233,6 +234,7 @@ namespace OpenRA.Mods.Common.Traits
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conditionManager = self.TraitOrDefault<ConditionManager>();
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speedModifiers = self.TraitsImplementing<ISpeedModifier>().ToArray().Select(sm => sm.GetSpeedModifier());
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cachedPosition = self.CenterPosition;
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notifyMoving = self.TraitsImplementing<INotifyMoving>().ToArray();
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}
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void INotifyAddedToWorld.AddedToWorld(Actor self)
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@@ -317,10 +319,23 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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var oldCachedFacing = cachedFacing;
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cachedFacing = Facing;
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var oldCachedPosition = cachedPosition;
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cachedPosition = self.CenterPosition;
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isMoving = (oldCachedPosition - cachedPosition).HorizontalLengthSquared != 0;
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isMovingVertically = (oldCachedPosition - cachedPosition).VerticalLengthSquared != 0;
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var newMovementTypes = MovementType.None;
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if (oldCachedFacing != Facing)
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newMovementTypes |= MovementType.Turn;
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if ((oldCachedPosition - cachedPosition).HorizontalLengthSquared != 0)
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newMovementTypes |= MovementType.Horizontal;
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if ((oldCachedPosition - cachedPosition).VerticalLengthSquared != 0)
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newMovementTypes |= MovementType.Vertical;
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CurrentMovementTypes = newMovementTypes;
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Repulse();
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}
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@@ -712,9 +727,22 @@ namespace OpenRA.Mods.Common.Traits
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public CPos NearestMoveableCell(CPos cell) { return cell; }
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public bool IsMoving { get { return isMoving; } set { } }
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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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public bool IsMovingVertically { get { return isMovingVertically; } set { } }
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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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public bool CanEnterTargetNow(Actor self, Target target)
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{
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@@ -50,8 +50,8 @@ namespace OpenRA.Mods.Common.Traits
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if (conditionManager == null)
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return;
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var isMovingVertically = Info.ConsiderVerticalMovement ? movement.IsMovingVertically : false;
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var isMoving = !IsTraitDisabled && !self.IsDead && (movement.IsMoving || isMovingVertically);
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var isMovingVertically = Info.ConsiderVerticalMovement ? movement.CurrentMovementTypes.HasFlag(MovementType.Vertical);
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var isMoving = !IsTraitDisabled && !self.IsDead && (movement.CurrentMovementTypes.HasFlag(MovementType.Horizontal) || isMovingVertically);
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if (isMoving && conditionToken == ConditionManager.InvalidConditionToken)
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conditionToken = conditionManager.GrantCondition(self, Info.Condition);
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else if (!isMoving && conditionToken != ConditionManager.InvalidConditionToken)
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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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@@ -140,12 +140,12 @@ namespace OpenRA.Mods.Common.Traits.Render
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wasModifying = rsm.IsModifyingSequence;
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}
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if ((state != AnimationState.Moving || dirty) && move.IsMoving)
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if ((state != AnimationState.Moving || dirty) && move.CurrentMovementTypes.HasFlag(MovementType.Horizontal))
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{
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state = AnimationState.Moving;
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DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, Info.MoveSequence));
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}
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else if (((state == AnimationState.Moving || dirty) && !move.IsMoving)
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else if (((state == AnimationState.Moving || dirty) && !move.CurrentMovementTypes.HasFlag(MovementType.Horizontal))
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|| ((state == AnimationState.Idle || state == AnimationState.IdleAnimating) && !self.IsIdle))
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PlayStandAnimation(self);
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@@ -51,7 +51,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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if (IsTraitDisabled || wsb.IsTraitDisabled)
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return;
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var isMoving = movement.IsMoving && !self.IsDead;
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var isMoving = movement.CurrentMovementTypes.HasFlag(MovementType.Horizontal) && !self.IsDead;
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if (isMoving ^ (wsb.DefaultAnimation.CurrentSequence.Name != Info.MoveSequence))
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return;
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@@ -223,7 +223,7 @@ namespace OpenRA.Mods.Common.Traits
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static bool IsMovingInMyDirection(Actor self, Actor other)
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{
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var otherMobile = other.TraitOrDefault<Mobile>();
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if (otherMobile == null || !otherMobile.IsMoving)
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if (otherMobile == null || !otherMobile.CurrentMovementTypes.HasFlag(MovementType.Horizontal))
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return false;
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var selfMobile = self.TraitOrDefault<Mobile>();
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@@ -410,8 +410,7 @@ namespace OpenRA.Mods.Common.Traits
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Activity VisualMove(Actor self, WPos fromPos, WPos toPos);
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int EstimatedMoveDuration(Actor self, WPos fromPos, WPos toPos);
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CPos NearestMoveableCell(CPos target);
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bool IsMoving { get; set; }
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bool IsMovingVertically { get; set; }
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MovementType CurrentMovementTypes { get; set; }
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bool CanEnterTargetNow(Actor self, Target target);
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}
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@@ -548,4 +547,19 @@ namespace OpenRA.Mods.Common.Traits
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{
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bool PreventMapSpawn(World world, ActorReference actorReference);
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}
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[Flags]
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public enum MovementType
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{
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None = 0,
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Horizontal = 1,
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Vertical = 2,
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Turn = 4
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}
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[RequireExplicitImplementation]
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public interface INotifyMoving
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{
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void MovementTypeChanged(Actor self, MovementType type);
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}
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}
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