Step three in implementing sandworms

Removed/fixed comments

Code style fixes

Fixed AttackWander, addressed style nits

Fix Travis crash
This commit is contained in:
penev92
2014-11-03 00:14:53 +02:00
parent 1057f8ff3b
commit c4efd269d4
16 changed files with 154 additions and 203 deletions

View File

@@ -17,66 +17,53 @@ using OpenRA.Traits;
namespace OpenRA.Mods.D2k
{
public enum AttackState { Burrowed, EmergingAboveGround, ReturningUndergrown }
public enum AttackState { Burrowed, EmergingAboveGround, ReturningUnderground }
class SwallowActor : Activity
{
readonly Actor target;
readonly Mobile mobile;
readonly Target target;
readonly Sandworm sandworm;
readonly WeaponInfo weapon;
readonly AttackSwallow swallow;
readonly IPositionable positionable;
int countdown;
AttackState stance = AttackState.Burrowed;
// TODO: random numbers to make it look ok
[Desc("The number of ticks it takes to return underground.")]
const int ReturnTime = 60;
[Desc("The number of ticks it takes to get in place under the target to attack.")]
const int AttackTime = 30;
public SwallowActor(Actor self, Actor target, WeaponInfo weapon)
public SwallowActor(Actor self, Target target, WeaponInfo weapon)
{
if (!target.HasTrait<Mobile>())
throw new InvalidOperationException("SwallowActor requires a target actor with the Mobile trait");
this.target = target;
this.weapon = weapon;
mobile = self.TraitOrDefault<Mobile>();
positionable = self.TraitOrDefault<Mobile>();
sandworm = self.TraitOrDefault<Sandworm>();
countdown = AttackTime;
swallow = self.TraitOrDefault<AttackSwallow>();
countdown = swallow.AttackSwallowInfo.AttackTime;
}
bool WormAttack(Actor worm)
{
var targetLocation = target.Location;
var targetLocation = target.Actor.Location;
var lunch = worm.World.ActorMap.GetUnitsAt(targetLocation)
.Except(new[] { worm })
.Where(t => weapon.IsValidAgainst(t, worm));
.Where(t => !t.Equals(worm) && weapon.IsValidAgainst(t, worm));
if (!lunch.Any())
return false;
stance = AttackState.EmergingAboveGround;
lunch.Do(t => t.World.AddFrameEndTask(_ => { t.World.Remove(t); t.Kill(t); })); // dispose of the evidence (we don't want husks)
lunch.Do(t => t.World.AddFrameEndTask(_ => { t.World.Remove(t); t.Kill(t); })); // Dispose of the evidence (we don't want husks)
mobile.SetPosition(worm, targetLocation);
positionable.SetPosition(worm, targetLocation);
PlayAttackAnimation(worm);
return true;
}
public bool PlayAttackAnimation(Actor self)
void PlayAttackAnimation(Actor self)
{
var renderUnit = self.Trait<RenderUnit>();
renderUnit.PlayCustomAnim(self, "sand");
renderUnit.PlayCustomAnim(self, "mouth");
// TODO: Someone familiar with how the sounds work should fix this:
//Sound.PlayNotification(self.Owner, "Speech", "WormAttack", self.Owner.Country.Race);
return true;
}
public override Activity Tick(Actor self)
@@ -87,47 +74,36 @@ namespace OpenRA.Mods.D2k
return this;
}
if (stance == AttackState.ReturningUndergrown) // wait for the worm to get back underground
if (stance == AttackState.ReturningUnderground) // Wait for the worm to get back underground
{
#region DisappearToMapEdge
// More random numbers used for min and max bounds
var rand = self.World.SharedRandom.Next(200, 400);
if (rand % 2 == 0) // there is a 50-50 chance that the worm would just go away
if (self.World.SharedRandom.Next() % 2 == 0) // There is a 50-50 chance that the worm would just go away
{
self.CancelActivity();
//self.World.WorldActor.QueueActivity(new DisappearToMapEdge(self, rand));
self.World.AddFrameEndTask(w => w.Remove(self));
var wormManager = self.World.WorldActor.TraitOrDefault<WormManager>();
if (wormManager != null)
wormManager.DecreaseWorms();
}
#endregion
// TODO: if the worm did not disappear, make the animation reappear here
// TODO: If the worm did not disappear, make the animation reappear here
return NextActivity;
}
if (stance == AttackState.Burrowed) // wait for the worm to get in position
if (stance == AttackState.Burrowed) // Wait for the worm to get in position
{
// TODO: make the worm animation (currenty the lightning) disappear here
// TODO: Make the worm animation (currenty the lightning) disappear here
// this is so that the worm cancels an attack against a target that has reached solid rock
if (sandworm == null || !sandworm.CanAttackAtLocation(self, target.Location))
{
// This is so that the worm cancels an attack against a target that has reached solid rock
if (sandworm == null || positionable == null || !positionable.CanEnterCell(target.Actor.Location, null, false))
return NextActivity;
}
var success = WormAttack(self);
if (!success)
{
return NextActivity;
}
countdown = ReturnTime;
stance = AttackState.ReturningUndergrown;
countdown = swallow.AttackSwallowInfo.ReturnTime;
stance = AttackState.ReturningUnderground;
}
return this;