Some thoughts towards improving our bogus idle handling. Untested.

This commit is contained in:
Paul Chote
2010-11-29 13:15:44 +13:00
parent 7850acc6fb
commit c7f1d08748
7 changed files with 97 additions and 149 deletions

View File

@@ -68,7 +68,7 @@ namespace OpenRA
public void Tick()
{
if (currentActivity == null)
if (currentActivity == null || currentActivity is Idle)
foreach (var ni in TraitsImplementing<INotifyIdle>())
ni.TickIdle(this);

View File

@@ -1,47 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Mods.RA.Render;
using OpenRA.Traits;
using OpenRA.Traits.Activities;
namespace OpenRA.Mods.RA.Activities
{
public class IdleAnimation : Idle
{
string sequence;
int delay;
public IdleAnimation(string sequence, int delay)
{
this.sequence = sequence;
this.delay = delay;
}
bool active = true;
public override IActivity Tick(Actor self)
{
if (!active) return NextActivity;
if (delay > 0 && --delay == 0)
self.Trait<RenderInfantry>().anim.PlayThen(sequence, () => active = false);
return this;
}
protected override bool OnCancel( Actor self )
{
active = false;
return true;
}
}
}

View File

@@ -18,43 +18,6 @@ namespace OpenRA.Mods.RA
class AutoHeal : INotifyIdle
{
public void TickIdle( Actor self )
{
self.QueueActivity( new IdleHealActivity() );
}
class IdleHealActivity : Idle
{
Actor currentTarget;
IActivity inner;
public override IActivity Tick( Actor self )
{
if( inner == null )
{
if( NextActivity != null )
return NextActivity;
var attack = self.Trait<AttackBase>();
var range = attack.GetMaximumRange();
if (NeedsNewTarget(self))
{
currentTarget = ChooseTarget(self, range);
if( currentTarget != null )
inner = self.Trait<AttackBase>().GetAttackActivity(self, Target.FromActor( currentTarget ), false );
}
}
if( inner != null )
{
if( NeedsNewTarget(self) )
inner.Cancel( self );
inner = Util.RunActivity( self, inner );
}
return this;
}
bool NeedsNewTarget(Actor self)
{
var attack = self.Trait<AttackBase>();
@@ -84,6 +47,19 @@ namespace OpenRA.Mods.RA
.OrderBy(a => (a.CenterLocation - self.CenterLocation).LengthSquared)
.FirstOrDefault();
}
Actor currentTarget;
public void TickIdle( Actor self )
{
var attack = self.Trait<AttackBase>();
var range = attack.GetMaximumRange();
if (NeedsNewTarget(self))
{
var currentTarget = ChooseTarget(self, range);
if( currentTarget != null )
self.QueueActivity(self.Trait<AttackBase>().GetAttackActivity(self, Target.FromActor( currentTarget ), false ));
}
}
}
}

View File

@@ -39,33 +39,13 @@ namespace OpenRA.Mods.RA
public void TickIdle( Actor self )
{
self.QueueActivity( new IdleAttackActivity() );
}
class IdleAttackActivity : Idle
{
Actor currentTarget;
IActivity inner;
public override IActivity Tick( Actor self )
{
if( NextActivity != null && inner != null )
inner.Cancel( self );
if( inner == null )
{
if( NextActivity != null )
return NextActivity;
var attack = self.Trait<AttackBase>();
currentTarget = attack.ScanForTarget(self, null);
var currentTarget = attack.ScanForTarget(self, null);
if( currentTarget != null )
inner = attack.GetAttackActivity( self, Target.FromActor(currentTarget), self.Info.Traits.Get<AutoTargetInfo>().AllowMovement );
}
if( inner != null )
inner = Util.RunActivity( self, inner );
return this;
}
self.QueueActivity(attack.GetAttackActivity( self,
Target.FromActor(currentTarget),
self.Info.Traits.Get<AutoTargetInfo>().AllowMovement
));
}
}
}

View File

@@ -9,6 +9,7 @@
#endregion
using OpenRA.Traits;
using OpenRA.Mods.RA.Render;
namespace OpenRA.Mods.RA
{
@@ -20,24 +21,61 @@ namespace OpenRA.Mods.RA
}
// infantry prone behavior
class IdleAnimation : INotifyDamage, INotifyIdle
class IdleAnimation : ITick, INotifyIdle
{
IdleAnimationInfo Info;
string sequence;
int delay;
bool active, waiting;
public IdleAnimation(IdleAnimationInfo info)
{
Info = info;
}
public void Damaged(Actor self, AttackInfo e)
public void Tick(Actor self)
{
if (self.GetCurrentActivity() is Activities.IdleAnimation)
self.CancelActivity();
if (active)
{
//System.Console.WriteLine("active: {0} ({1})", self.Info.Name, self.ActorID);
return;
}
if (!self.IsIdle)
{
//System.Console.WriteLine("notidle: {0} ({1}) ",self.Info.Name, self.ActorID);
active = false;
waiting = false;
return;
}
if (delay > 0 && --delay == 0)
{
System.Console.WriteLine("activate: {0} ({1})",self.Info.Name, self.ActorID);
active = true;
waiting = false;
self.Trait<RenderInfantry>().anim.PlayThen(sequence, () =>
{
//System.Console.WriteLine("finished: {0} ({1}) ",self.Info.Name, self.ActorID);
active = false;
});
}
}
public void TickIdle(Actor self)
{
self.QueueActivity(new Activities.IdleAnimation(Info.Animations.Random(self.World.SharedRandom),
Info.IdleWaitTicks));
//if (active)
// System.Console.WriteLine("idleactive: {0} ({1}) ",self.Info.Name, self.ActorID);
//if (waiting)
// System.Console.WriteLine("idlewaiting: {0} ({1}) ",self.Info.Name, self.ActorID);
if (active || waiting)
return;
waiting = true;
sequence = Info.Animations.Random(self.World.SharedRandom);
delay = Info.IdleWaitTicks;
//System.Console.WriteLine("TickIdle: {2} ({3}) set {0} {1}",sequence,delay, self.Info.Name, self.ActorID);
}
}
}

View File

@@ -299,7 +299,6 @@
<Compile Include="HackyAI.cs" />
<Compile Include="RALoadScreen.cs" />
<Compile Include="NullLoadScreen.cs" />
<Compile Include="Activities\IdleAnimation.cs" />
<Compile Include="IdleAnimation.cs" />
<Compile Include="World\GotoNextBase.cs" />
<Compile Include="World\SmudgeLayer.cs" />

View File

@@ -67,15 +67,17 @@ namespace OpenRA.Mods.RA.Render
{
base.Tick(self);
if (inAttack) return;
if (self.GetCurrentActivity() is Activities.IdleAnimation) return;
if (self.IsIdle) return;
if (ChooseMoveAnim(self)) return;
if (IsProne(self))
anim.PlayFetchIndex("crawl", () => 0); /* what a hack. */
else
anim.Play("stand");
// TODO: Pick new animation only on damage or idle notifications
//if (IsProne(self))
// anim.PlayFetchIndex("crawl", () => 0); /* what a hack. */
//else
// anim.Play("stand");
}
public void Damaged(Actor self, AttackInfo e)
{
if (e.DamageState == DamageState.Dead)