Added Cancel() to Mobile.CurrentAction. Added QueueAction to Mobile. Made Order.Apply use queue rather than SetNextAction.
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@@ -5,9 +5,9 @@ using OpenRa.TechTree;
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using System.Drawing;
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using System.Linq;
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using IrrKlang;
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using IjwFramework.Collections;
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using System;
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using IjwFramework.Types;
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using IjwFramework.Collections;
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using System;
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using IjwFramework.Types;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game
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@@ -16,7 +16,7 @@ namespace OpenRa.Game
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{
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public static readonly int CellSize = 24;
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public static World world;
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public static World world;
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public static Map map;
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static TreeCache treeCache;
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public static TerrainRenderer terrain;
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@@ -40,8 +40,8 @@ namespace OpenRa.Game
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Rules.LoadRules( mapName );
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for( int i = 0 ; i < 8 ; i++ )
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players.Add(i, new Player(i, string.Format("Multi{0}", i), Race.Soviet));
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players.Add(i, new Player(i, string.Format("Multi{0}", i), Race.Soviet));
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localPlayerIndex = localPlayer;
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var mapFile = new IniFile( FileSystem.Open( mapName ) );
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@@ -55,8 +55,8 @@ namespace OpenRa.Game
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treeCache = new TreeCache(map);
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foreach( TreeReference treeReference in map.Trees )
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world.Add( new Actor( treeReference, treeCache, map.Offset ) );
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world.Add( new Actor( treeReference, treeCache, map.Offset ) );
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BuildingInfluence = new BuildingInfluenceMap(world, 8);
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LoadMapBuildings( mapFile );
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@@ -136,67 +136,69 @@ namespace OpenRa.Game
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return map.IsInMap(a.X, a.Y) &&
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TerrainCosts.Cost(umt,
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terrain.tileSet.GetWalkability(map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
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}
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static IEnumerable<Actor> FindUnits(float2 a, float2 b)
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{
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var min = float2.Min(a, b);
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var max = float2.Max(a, b);
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var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y);
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return world.Actors
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.Where(x => x.Bounds.IntersectsWith(rect));
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}
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public static IEnumerable<Actor> FindUnitsInCircle(float2 a, float r)
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{
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return FindUnits(a - new float2(r, r), a + new float2(r, r))
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.Where(x => (x.CenterLocation - a).LengthSquared < r * r);
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}
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static IEnumerable<Actor> FindUnits(float2 a, float2 b)
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{
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var min = float2.Min(a, b);
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var max = float2.Max(a, b);
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var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y);
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return world.Actors
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.Where(x => x.Bounds.IntersectsWith(rect));
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}
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public static IEnumerable<Actor> FindUnitsInCircle(float2 a, float r)
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{
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return FindUnits(a - new float2(r, r), a + new float2(r, r))
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.Where(x => (x.CenterLocation - a).LengthSquared < r * r);
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}
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public static IEnumerable<Actor> SelectUnitsInBox(float2 a, float2 b)
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{
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{
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return FindUnits(a, b).Where(x => x.Owner == LocalPlayer && x.traits.Contains<Traits.Mobile>());
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}
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public static IEnumerable<Actor> SelectUnitOrBuilding(float2 a)
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{
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var q = FindUnits(a, a);
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return q.Where(x => x.traits.Contains<Traits.Mobile>()).Concat(q).Take(1);
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}
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public static int GetDistanceToBase(int2 b, Player p)
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{
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var building = BuildingInfluence.GetNearestBuilding(b);
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if (building == null || building.Owner != p)
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return int.MaxValue;
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return BuildingInfluence.GetDistanceToBuilding(b);
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}
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public static Random SharedRandom = new Random(); /* for things that require sync */
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public static Random CosmeticRandom = new Random(); /* for things that are just fluff */
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public static readonly Pair<VoicePool, VoicePool> SovietVoices =
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Pair.New(
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new VoicePool("ackno", "affirm1", "noprob", "overout", "ritaway", "roger", "ugotit"),
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new VoicePool("await1", "ready", "report1", "yessir1"));
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public static void BuildUnit(Player player, string name)
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{
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var producer = world.Actors
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.FirstOrDefault(a => a.unitInfo != null && a.unitInfo.Name == "weap" && a.Owner == player);
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if (producer == null)
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throw new InvalidOperationException("BuildUnit without suitable production structure!");
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}
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public static IEnumerable<Actor> SelectUnitOrBuilding(float2 a)
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{
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var q = FindUnits(a, a);
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return q.Where(x => x.traits.Contains<Traits.Mobile>()).Concat(q).Take(1);
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}
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public static int GetDistanceToBase(int2 b, Player p)
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{
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var building = BuildingInfluence.GetNearestBuilding(b);
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if (building == null || building.Owner != p)
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return int.MaxValue;
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return BuildingInfluence.GetDistanceToBuilding(b);
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}
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public static Random SharedRandom = new Random(); /* for things that require sync */
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public static Random CosmeticRandom = new Random(); /* for things that are just fluff */
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public static readonly Pair<VoicePool, VoicePool> SovietVoices =
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Pair.New(
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new VoicePool("ackno", "affirm1", "noprob", "overout", "ritaway", "roger", "ugotit"),
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new VoicePool("await1", "ready", "report1", "yessir1"));
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public static void BuildUnit(Player player, string name)
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{
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var producer = world.Actors
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.FirstOrDefault(a => a.unitInfo != null && a.unitInfo.Name == "weap" && a.Owner == player);
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if (producer == null)
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throw new InvalidOperationException("BuildUnit without suitable production structure!");
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var unit = new Actor(name, (1/24f * producer.CenterLocation).ToInt2(), player);
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unit.Order(unit.Location + new int2(0, 3)).Apply(false);
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world.AddFrameEndTask(_ => world.Add(unit));
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// todo: make the producing building play `build`
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}
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var mobile = unit.traits.Get<Mobile>();
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mobile.facing = 128;
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mobile.SetNextAction( new Traits.Mobile.MoveTo( unit.Location + new int2( 0, 3 ) ) );
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world.AddFrameEndTask(_ => world.Add(unit));
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// todo: make the producing building play `build`
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}
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}
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}
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