Force Mobile units to return to the ground layer when becoming idle.

This commit is contained in:
Paul Chote
2017-04-20 19:48:21 +01:00
parent b97162d9f1
commit b373714da7

View File

@@ -16,6 +16,7 @@ using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Effects;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Primitives;
using OpenRA.Traits;
@@ -381,7 +382,7 @@ namespace OpenRA.Mods.Common.Traits
}
public class Mobile : ConditionalTrait<MobileInfo>, INotifyCreated, IIssueOrder, IResolveOrder, IOrderVoice, IPositionable, IMove,
IFacing, IDeathActorInitModifier, INotifyAddedToWorld, INotifyRemovedFromWorld, INotifyBlockingMove, IActorPreviewInitModifier
IFacing, IDeathActorInitModifier, INotifyAddedToWorld, INotifyRemovedFromWorld, INotifyBlockingMove, IActorPreviewInitModifier, INotifyBecomingIdle
{
const int AverageTicksBeforePathing = 5;
const int SpreadTicksBeforePathing = 5;
@@ -987,5 +988,34 @@ namespace OpenRA.Mods.Common.Traits
if (CanEnterCell(self.Location, self, false))
init.Add(new HuskSpeedInit(MovementSpeedForCell(self, self.Location)));
}
CPos? ClosestGroundCell()
{
var above = new CPos(TopLeft.X, TopLeft.Y);
if (CanEnterCell(above))
return above;
var pathFinder = self.World.WorldActor.Trait<IPathFinder>();
List<CPos> path;
using (var search = PathSearch.Search(self.World, Info, self, true,
loc => loc.Layer == 0 && CanEnterCell(loc))
.FromPoint(self.Location))
path = pathFinder.FindPath(search);
if (path.Count > 0)
return path[0];
return null;
}
void INotifyBecomingIdle.OnBecomingIdle(Actor self)
{
if (TopLeft.Layer == 0)
return;
var moveTo = ClosestGroundCell();
if (moveTo != null)
self.QueueActivity(MoveTo(moveTo.Value, 0));
}
}
}