Merge Rearm and Repair into Resupply activity

Allows parallel rearming and repairing.
This commit is contained in:
reaperrr
2019-03-24 16:26:14 +01:00
committed by Paul Chote
parent 123b3f054f
commit ba4b5738d7
9 changed files with 109 additions and 169 deletions

View File

@@ -541,16 +541,6 @@ namespace OpenRA.Mods.Common.Traits
return Info.LandableTerrainTypes.Contains(type);
}
public bool CanRearmAt(Actor host)
{
return rearmable != null && rearmable.Info.RearmActors.Contains(host.Info.Name) && rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo());
}
public bool CanRepairAt(Actor host)
{
return repairable != null && repairable.Info.RepairActors.Contains(host.Info.Name) && self.GetDamageState() != DamageState.Undamaged;
}
bool IsBlockedBy(Actor self, Actor otherActor, Actor ignoreActor)
{
// We are not blocked by the actor we are ignoring.
@@ -580,14 +570,14 @@ namespace OpenRA.Mods.Common.Traits
return true;
}
public virtual IEnumerable<Activity> GetResupplyActivities(Actor a)
public bool CanRearmAt(Actor host)
{
// The ResupplyAircraft activity guarantees that we're on the helipad/repair depot
if (CanRearmAt(a))
yield return new Rearm(self, a, WDist.Zero);
return rearmable != null && rearmable.Info.RearmActors.Contains(host.Info.Name) && rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo());
}
if (CanRepairAt(a))
yield return new Repair(self, a, WDist.Zero);
public bool CanRepairAt(Actor host)
{
return repairable != null && repairable.Info.RepairActors.Contains(host.Info.Name) && self.GetDamageState() != DamageState.Undamaged;
}
public void ModifyDeathActorInit(Actor self, TypeDictionary init)

View File

@@ -140,7 +140,7 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
var activity = a.CurrentActivity;
var type = activity.GetType();
if (type == typeof(Rearm) || type == typeof(ResupplyAircraft))
if (type == typeof(Resupply) || type == typeof(ResupplyAircraft))
return true;
var next = activity.NextActivity;
@@ -148,7 +148,7 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
return false;
var nextType = next.GetType();
if (nextType == typeof(Rearm) || nextType == typeof(ResupplyAircraft))
if (nextType == typeof(Resupply) || nextType == typeof(ResupplyAircraft))
return true;
return false;

View File

@@ -134,11 +134,9 @@ namespace OpenRA.Mods.Common.Traits
// TODO: This is hacky, but almost every single component affected
// will need to be rewritten anyway, so this is OK for now.
self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(targetActor.CenterPosition), targetActor));
if (CanRearmAt(targetActor) && CanRearm())
self.QueueActivity(new Rearm(self, targetActor, new WDist(512)));
// Add a CloseEnough range of 512 to ensure we're at the host actor
self.QueueActivity(new Repair(self, targetActor, new WDist(512)));
self.QueueActivity(new Resupply(self, targetActor, new WDist(512)));
var rp = targetActor.TraitOrDefault<RallyPoint>();
if (rp != null)

View File

@@ -31,14 +31,14 @@ namespace OpenRA.Mods.Common.Traits
class RepairableNear : IIssueOrder, IResolveOrder, IOrderVoice
{
public readonly RepairableNearInfo Info;
readonly Actor self;
readonly RepairableNearInfo info;
readonly IMove movement;
public RepairableNear(Actor self, RepairableNearInfo info)
{
this.self = self;
this.info = info;
Info = info;
movement = self.Trait<IMove>();
}
@@ -61,7 +61,7 @@ namespace OpenRA.Mods.Common.Traits
bool CanRepairAt(Actor target)
{
return info.RepairActors.Contains(target.Info.Name);
return Info.RepairActors.Contains(target.Info.Name);
}
bool ShouldRepair()
@@ -71,7 +71,7 @@ namespace OpenRA.Mods.Common.Traits
public string VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "RepairNear" && ShouldRepair() ? info.Voice : null;
return order.OrderString == "RepairNear" && ShouldRepair() ? Info.Voice : null;
}
public void ResolveOrder(Actor self, Order order)
@@ -87,8 +87,8 @@ namespace OpenRA.Mods.Common.Traits
if (!order.Queued)
self.CancelActivity();
self.QueueActivity(movement.MoveWithinRange(order.Target, info.CloseEnough, targetLineColor: Color.Green));
self.QueueActivity(new Repair(self, order.Target.Actor, info.CloseEnough));
self.QueueActivity(movement.MoveWithinRange(order.Target, Info.CloseEnough, targetLineColor: Color.Green));
self.QueueActivity(new Resupply(self, order.Target.Actor, Info.CloseEnough));
self.SetTargetLine(order.Target, Color.Green, false);
}
@@ -98,7 +98,7 @@ namespace OpenRA.Mods.Common.Traits
var repairBuilding = self.World.ActorsWithTrait<RepairsUnits>()
.Where(a => !a.Actor.IsDead && a.Actor.IsInWorld
&& a.Actor.Owner.IsAlliedWith(self.Owner) &&
info.RepairActors.Contains(a.Actor.Info.Name))
Info.RepairActors.Contains(a.Actor.Info.Name))
.OrderBy(p => (self.Location - p.Actor.Location).LengthSquared);
// Worst case FirstOrDefault() will return a TraitPair<null, null>, which is OK.