StyleCop fixes
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@@ -159,7 +159,7 @@ namespace OpenRA.Mods.Common.Traits
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if (otherMobile == null) return false;
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// Sign of dot-product indicates (roughly) if vectors are facing in same or opposite directions:
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var dp = CVec.Dot(selfMobile.toCell - self.Location, otherMobile.toCell - other.Location);
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var dp = CVec.Dot(selfMobile.ToCell - self.Location, otherMobile.ToCell - other.Location);
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if (dp <= 0) return false;
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return true;
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@@ -249,60 +249,60 @@ namespace OpenRA.Mods.Common.Traits
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public class Mobile : IIssueOrder, IResolveOrder, IOrderVoice, IPositionable, IMove, IFacing, ISync, INotifyAddedToWorld, INotifyRemovedFromWorld, INotifyBlockingMove
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{
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public readonly Actor self;
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const int AverageTicksBeforePathing = 5;
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const int SpreadTicksBeforePathing = 5;
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internal int TicksBeforePathing = 0;
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readonly Actor self;
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public readonly MobileInfo Info;
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public bool IsMoving { get; set; }
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int __facing;
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CPos __fromCell, __toCell;
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public SubCell fromSubCell, toSubCell;
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int facing;
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CPos fromCell, toCell;
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public SubCell FromSubCell, ToSubCell;
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[Sync] public int Facing
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{
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get { return __facing; }
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set { __facing = value; }
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get { return facing; }
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set { facing = value; }
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}
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public int ROT { get { return Info.ROT; } }
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[Sync] public WPos CenterPosition { get; private set; }
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[Sync] public CPos fromCell { get { return __fromCell; } }
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[Sync] public CPos toCell { get { return __toCell; } }
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[Sync] public CPos FromCell { get { return fromCell; } }
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[Sync] public CPos ToCell { get { return toCell; } }
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[Sync] public int PathHash; // written by Move.EvalPath, to temporarily debug this crap.
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public void SetLocation(CPos from, SubCell fromSub, CPos to, SubCell toSub)
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{
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if (fromCell == from && toCell == to && fromSubCell == fromSub && toSubCell == toSub)
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if (FromCell == from && ToCell == to && FromSubCell == fromSub && ToSubCell == toSub)
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return;
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RemoveInfluence();
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__fromCell = from;
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__toCell = to;
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fromSubCell = fromSub;
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toSubCell = toSub;
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fromCell = from;
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toCell = to;
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FromSubCell = fromSub;
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ToSubCell = toSub;
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AddInfluence();
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}
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const int avgTicksBeforePathing = 5;
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const int spreadTicksBeforePathing = 5;
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internal int ticksBeforePathing = 0;
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public Mobile(ActorInitializer init, MobileInfo info)
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{
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this.self = init.self;
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this.Info = info;
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self = init.self;
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Info = info;
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toSubCell = fromSubCell = info.SharesCell ? init.world.Map.DefaultSubCell : SubCell.FullCell;
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ToSubCell = FromSubCell = info.SharesCell ? init.world.Map.DefaultSubCell : SubCell.FullCell;
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if (init.Contains<SubCellInit>())
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{
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this.fromSubCell = this.toSubCell = init.Get<SubCellInit, SubCell>();
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this.FromSubCell = this.ToSubCell = init.Get<SubCellInit, SubCell>();
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}
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if (init.Contains<LocationInit>())
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{
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this.__fromCell = this.__toCell = init.Get<LocationInit, CPos>();
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SetVisualPosition(self, init.world.Map.CenterOfSubCell(fromCell, fromSubCell));
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this.fromCell = this.toCell = init.Get<LocationInit, CPos>();
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SetVisualPosition(self, init.world.Map.CenterOfSubCell(FromCell, FromSubCell));
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}
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this.Facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : info.InitialFacing;
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@@ -318,7 +318,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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// Try same sub-cell
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if (preferred == SubCell.Any)
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preferred = fromSubCell;
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preferred = FromSubCell;
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// Fix sub-cell assignment
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if (Info.SharesCell)
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@@ -346,7 +346,7 @@ namespace OpenRA.Mods.Common.Traits
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public void SetPosition(Actor self, WPos pos)
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{
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var cell = self.World.Map.CellContaining(pos);
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SetLocation(cell, fromSubCell, cell, fromSubCell);
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SetLocation(cell, FromSubCell, cell, FromSubCell);
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SetVisualPosition(self, pos);
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FinishedMoving(self);
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}
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@@ -435,7 +435,7 @@ namespace OpenRA.Mods.Common.Traits
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if (!queued) self.CancelActivity();
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ticksBeforePathing = avgTicksBeforePathing + self.World.SharedRandom.Next(-spreadTicksBeforePathing, spreadTicksBeforePathing);
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TicksBeforePathing = AverageTicksBeforePathing + self.World.SharedRandom.Next(-SpreadTicksBeforePathing, SpreadTicksBeforePathing);
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self.QueueActivity(new Move(self, currentLocation, 8));
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@@ -481,21 +481,21 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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public CPos TopLeft { get { return toCell; } }
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public CPos TopLeft { get { return ToCell; } }
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public IEnumerable<Pair<CPos, SubCell>> OccupiedCells()
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{
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if (fromCell == toCell)
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return new[] { Pair.New(fromCell, fromSubCell) };
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if (CanEnterCell(toCell))
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return new[] { Pair.New(toCell, toSubCell) };
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return new[] { Pair.New(fromCell, fromSubCell), Pair.New(toCell, toSubCell) };
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if (FromCell == ToCell)
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return new[] { Pair.New(FromCell, FromSubCell) };
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if (CanEnterCell(ToCell))
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return new[] { Pair.New(ToCell, ToSubCell) };
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return new[] { Pair.New(FromCell, FromSubCell), Pair.New(ToCell, ToSubCell) };
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}
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public bool IsLeavingCell(CPos location, SubCell subCell = SubCell.Any)
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{
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return toCell != location && __fromCell == location
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&& (subCell == SubCell.Any || fromSubCell == subCell || subCell == SubCell.FullCell || fromSubCell == SubCell.FullCell);
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return ToCell != location && fromCell == location
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&& (subCell == SubCell.Any || FromSubCell == subCell || subCell == SubCell.FullCell || FromSubCell == SubCell.FullCell);
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}
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public SubCell GetAvailableSubCell(CPos a, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, bool checkTransientActors = true)
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@@ -510,7 +510,7 @@ namespace OpenRA.Mods.Common.Traits
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public void EnteringCell(Actor self)
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{
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var crushables = self.World.ActorMap.GetUnitsAt(toCell).Where(a => a != self)
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var crushables = self.World.ActorMap.GetUnitsAt(ToCell).Where(a => a != self)
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.SelectMany(a => a.TraitsImplementing<ICrushable>().Where(b => b.CrushableBy(Info.Crushes, self.Owner)));
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foreach (var crushable in crushables)
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crushable.WarnCrush(self);
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@@ -518,7 +518,7 @@ namespace OpenRA.Mods.Common.Traits
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public void FinishedMoving(Actor self)
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{
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var crushables = self.World.ActorMap.GetUnitsAt(toCell).Where(a => a != self)
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var crushables = self.World.ActorMap.GetUnitsAt(ToCell).Where(a => a != self)
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.SelectMany(a => a.TraitsImplementing<ICrushable>().Where(c => c.CrushableBy(Info.Crushes, self.Owner)));
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foreach (var crushable in crushables)
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crushable.OnCrush(self);
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@@ -571,11 +571,11 @@ namespace OpenRA.Mods.Common.Traits
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for (var i = -1; i < 2; i++)
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for (var j = -1; j < 2; j++)
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{
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var p = toCell + new CVec(i, j);
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var p = ToCell + new CVec(i, j);
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if (CanEnterCell(p))
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availCells.Add(p);
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else
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if (p != nudger.Location && p != toCell)
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if (p != nudger.Location && p != ToCell)
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notStupidCells.Add(p);
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}
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