Added Cancel() to Mobile.CurrentAction. Added QueueAction to Mobile. Made Order.Apply use queue rather than SetNextAction.
This commit is contained in:
@@ -5,9 +5,9 @@ using OpenRa.TechTree;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using IrrKlang;
|
||||
using IjwFramework.Collections;
|
||||
using System;
|
||||
using IjwFramework.Types;
|
||||
using IjwFramework.Collections;
|
||||
using System;
|
||||
using IjwFramework.Types;
|
||||
using OpenRa.Game.Traits;
|
||||
|
||||
namespace OpenRa.Game
|
||||
@@ -16,7 +16,7 @@ namespace OpenRa.Game
|
||||
{
|
||||
public static readonly int CellSize = 24;
|
||||
|
||||
public static World world;
|
||||
public static World world;
|
||||
public static Map map;
|
||||
static TreeCache treeCache;
|
||||
public static TerrainRenderer terrain;
|
||||
@@ -40,8 +40,8 @@ namespace OpenRa.Game
|
||||
Rules.LoadRules( mapName );
|
||||
|
||||
for( int i = 0 ; i < 8 ; i++ )
|
||||
players.Add(i, new Player(i, string.Format("Multi{0}", i), Race.Soviet));
|
||||
|
||||
players.Add(i, new Player(i, string.Format("Multi{0}", i), Race.Soviet));
|
||||
|
||||
localPlayerIndex = localPlayer;
|
||||
|
||||
var mapFile = new IniFile( FileSystem.Open( mapName ) );
|
||||
@@ -55,8 +55,8 @@ namespace OpenRa.Game
|
||||
treeCache = new TreeCache(map);
|
||||
|
||||
foreach( TreeReference treeReference in map.Trees )
|
||||
world.Add( new Actor( treeReference, treeCache, map.Offset ) );
|
||||
|
||||
world.Add( new Actor( treeReference, treeCache, map.Offset ) );
|
||||
|
||||
BuildingInfluence = new BuildingInfluenceMap(world, 8);
|
||||
|
||||
LoadMapBuildings( mapFile );
|
||||
@@ -136,67 +136,69 @@ namespace OpenRa.Game
|
||||
return map.IsInMap(a.X, a.Y) &&
|
||||
TerrainCosts.Cost(umt,
|
||||
terrain.tileSet.GetWalkability(map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
|
||||
}
|
||||
|
||||
static IEnumerable<Actor> FindUnits(float2 a, float2 b)
|
||||
{
|
||||
var min = float2.Min(a, b);
|
||||
var max = float2.Max(a, b);
|
||||
|
||||
var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y);
|
||||
|
||||
return world.Actors
|
||||
.Where(x => x.Bounds.IntersectsWith(rect));
|
||||
}
|
||||
|
||||
public static IEnumerable<Actor> FindUnitsInCircle(float2 a, float r)
|
||||
{
|
||||
return FindUnits(a - new float2(r, r), a + new float2(r, r))
|
||||
.Where(x => (x.CenterLocation - a).LengthSquared < r * r);
|
||||
}
|
||||
|
||||
static IEnumerable<Actor> FindUnits(float2 a, float2 b)
|
||||
{
|
||||
var min = float2.Min(a, b);
|
||||
var max = float2.Max(a, b);
|
||||
|
||||
var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y);
|
||||
|
||||
return world.Actors
|
||||
.Where(x => x.Bounds.IntersectsWith(rect));
|
||||
}
|
||||
|
||||
public static IEnumerable<Actor> FindUnitsInCircle(float2 a, float r)
|
||||
{
|
||||
return FindUnits(a - new float2(r, r), a + new float2(r, r))
|
||||
.Where(x => (x.CenterLocation - a).LengthSquared < r * r);
|
||||
}
|
||||
|
||||
public static IEnumerable<Actor> SelectUnitsInBox(float2 a, float2 b)
|
||||
{
|
||||
{
|
||||
return FindUnits(a, b).Where(x => x.Owner == LocalPlayer && x.traits.Contains<Traits.Mobile>());
|
||||
}
|
||||
|
||||
public static IEnumerable<Actor> SelectUnitOrBuilding(float2 a)
|
||||
{
|
||||
var q = FindUnits(a, a);
|
||||
return q.Where(x => x.traits.Contains<Traits.Mobile>()).Concat(q).Take(1);
|
||||
}
|
||||
|
||||
public static int GetDistanceToBase(int2 b, Player p)
|
||||
{
|
||||
var building = BuildingInfluence.GetNearestBuilding(b);
|
||||
if (building == null || building.Owner != p)
|
||||
return int.MaxValue;
|
||||
|
||||
return BuildingInfluence.GetDistanceToBuilding(b);
|
||||
}
|
||||
|
||||
public static Random SharedRandom = new Random(); /* for things that require sync */
|
||||
public static Random CosmeticRandom = new Random(); /* for things that are just fluff */
|
||||
|
||||
public static readonly Pair<VoicePool, VoicePool> SovietVoices =
|
||||
Pair.New(
|
||||
new VoicePool("ackno", "affirm1", "noprob", "overout", "ritaway", "roger", "ugotit"),
|
||||
new VoicePool("await1", "ready", "report1", "yessir1"));
|
||||
|
||||
public static void BuildUnit(Player player, string name)
|
||||
{
|
||||
var producer = world.Actors
|
||||
.FirstOrDefault(a => a.unitInfo != null && a.unitInfo.Name == "weap" && a.Owner == player);
|
||||
|
||||
if (producer == null)
|
||||
throw new InvalidOperationException("BuildUnit without suitable production structure!");
|
||||
|
||||
}
|
||||
|
||||
public static IEnumerable<Actor> SelectUnitOrBuilding(float2 a)
|
||||
{
|
||||
var q = FindUnits(a, a);
|
||||
return q.Where(x => x.traits.Contains<Traits.Mobile>()).Concat(q).Take(1);
|
||||
}
|
||||
|
||||
public static int GetDistanceToBase(int2 b, Player p)
|
||||
{
|
||||
var building = BuildingInfluence.GetNearestBuilding(b);
|
||||
if (building == null || building.Owner != p)
|
||||
return int.MaxValue;
|
||||
|
||||
return BuildingInfluence.GetDistanceToBuilding(b);
|
||||
}
|
||||
|
||||
public static Random SharedRandom = new Random(); /* for things that require sync */
|
||||
public static Random CosmeticRandom = new Random(); /* for things that are just fluff */
|
||||
|
||||
public static readonly Pair<VoicePool, VoicePool> SovietVoices =
|
||||
Pair.New(
|
||||
new VoicePool("ackno", "affirm1", "noprob", "overout", "ritaway", "roger", "ugotit"),
|
||||
new VoicePool("await1", "ready", "report1", "yessir1"));
|
||||
|
||||
public static void BuildUnit(Player player, string name)
|
||||
{
|
||||
var producer = world.Actors
|
||||
.FirstOrDefault(a => a.unitInfo != null && a.unitInfo.Name == "weap" && a.Owner == player);
|
||||
|
||||
if (producer == null)
|
||||
throw new InvalidOperationException("BuildUnit without suitable production structure!");
|
||||
|
||||
var unit = new Actor(name, (1/24f * producer.CenterLocation).ToInt2(), player);
|
||||
unit.Order(unit.Location + new int2(0, 3)).Apply(false);
|
||||
|
||||
world.AddFrameEndTask(_ => world.Add(unit));
|
||||
|
||||
// todo: make the producing building play `build`
|
||||
}
|
||||
var mobile = unit.traits.Get<Mobile>();
|
||||
mobile.facing = 128;
|
||||
mobile.SetNextAction( new Traits.Mobile.MoveTo( unit.Location + new int2( 0, 3 ) ) );
|
||||
|
||||
world.AddFrameEndTask(_ => world.Add(unit));
|
||||
|
||||
// todo: make the producing building play `build`
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -33,7 +33,7 @@ namespace OpenRa.Game
|
||||
if (Game.LocalPlayer == Unit.Owner)
|
||||
Game.PlaySound("ackno.r00", false);
|
||||
var mobile = Unit.traits.Get<Traits.Mobile>();
|
||||
mobile.SetNextAction( new Traits.Mobile.MoveTo( Destination ) );
|
||||
mobile.QueueAction( new Traits.Mobile.MoveTo( Destination ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -35,7 +35,9 @@ namespace OpenRa.Game.Traits
|
||||
public override void Apply( bool leftMouseButton )
|
||||
{
|
||||
if( leftMouseButton ) return;
|
||||
Unit.traits.Get<Mobile>().SetNextAction( new Mobile.Turn( 96 ) { NextAction = new DeployAction() } );
|
||||
var mobile = Unit.traits.Get<Mobile>();
|
||||
mobile.QueueAction( new Mobile.Turn( 96 ) );
|
||||
mobile.QueueAction( new DeployAction() );
|
||||
}
|
||||
|
||||
class DeployAction : Mobile.CurrentAction
|
||||
@@ -50,6 +52,12 @@ namespace OpenRa.Game.Traits
|
||||
Game.world.Add( new Actor( "fact", self.Location - new int2( 1, 1 ), self.Owner ) );
|
||||
} );
|
||||
}
|
||||
|
||||
public void Cancel( Actor self, Mobile mobile )
|
||||
{
|
||||
// Cancel can't happen between this being moved to the head of the list, and it being Ticked.
|
||||
throw new InvalidOperationException( "DeployMcvAction: Cancel() should never occur." );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,6 +30,21 @@ namespace OpenRa.Game.Traits
|
||||
currentAction = nextAction;
|
||||
else
|
||||
currentAction.NextAction = nextAction;
|
||||
}
|
||||
|
||||
public void QueueAction( CurrentAction nextAction )
|
||||
{
|
||||
if( currentAction == null )
|
||||
{
|
||||
currentAction = nextAction;
|
||||
return;
|
||||
}
|
||||
var act = currentAction;
|
||||
while( act.NextAction != null )
|
||||
{
|
||||
act = act.NextAction;
|
||||
}
|
||||
act.NextAction = nextAction;
|
||||
}
|
||||
|
||||
public void Tick(Actor self)
|
||||
@@ -50,16 +65,17 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
|
||||
public interface CurrentAction
|
||||
{
|
||||
CurrentAction NextAction { set; }
|
||||
void Tick( Actor self, Mobile mobile );
|
||||
{
|
||||
CurrentAction NextAction { get; set; }
|
||||
void Tick( Actor self, Mobile mobile );
|
||||
void Cancel( Actor self, Mobile mobile );
|
||||
}
|
||||
|
||||
public class Turn : CurrentAction
|
||||
{
|
||||
public CurrentAction NextAction { get; set; }
|
||||
|
||||
public readonly int desiredFacing;
|
||||
public int desiredFacing;
|
||||
|
||||
public Turn( int desiredFacing )
|
||||
{
|
||||
@@ -76,6 +92,12 @@ namespace OpenRa.Game.Traits
|
||||
return;
|
||||
}
|
||||
Util.TickFacing( ref mobile.facing, desiredFacing, self.unitInfo.ROT );
|
||||
}
|
||||
|
||||
public void Cancel( Actor self, Mobile mobile )
|
||||
{
|
||||
desiredFacing = mobile.facing;
|
||||
NextAction = null;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -87,7 +109,7 @@ namespace OpenRa.Game.Traits
|
||||
List<int2> path;
|
||||
|
||||
int moveFraction, moveFractionTotal;
|
||||
float2 from, to;
|
||||
float2 from, to;
|
||||
int fromFacing, toFacing;
|
||||
|
||||
Action<Actor, Mobile> OnComplete;
|
||||
@@ -130,14 +152,14 @@ namespace OpenRa.Game.Traits
|
||||
path.RemoveAt( path.Count - 1 );
|
||||
moveFractionTotal = ( dir.X != 0 && dir.Y != 0 ) ? 35 : 25;
|
||||
from = CenterOfCell( mobile.fromCell );
|
||||
to = BetweenCells( mobile.fromCell, mobile.toCell );
|
||||
CalculateMoveFraction();
|
||||
fromFacing = mobile.facing;
|
||||
to = BetweenCells( mobile.fromCell, mobile.toCell );
|
||||
CalculateMoveFraction();
|
||||
fromFacing = mobile.facing;
|
||||
toFacing = mobile.facing;
|
||||
OnComplete = OnCompleteFirstHalf;
|
||||
}
|
||||
mobile.currentAction.Tick( self, mobile );
|
||||
}
|
||||
}
|
||||
|
||||
void TickMove( Actor self, Mobile mobile )
|
||||
{
|
||||
@@ -150,21 +172,21 @@ namespace OpenRa.Game.Traits
|
||||
//mobile.fromCell = mobile.toCell;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
void UpdateCenterLocation( Actor self, Mobile mobile, float frac )
|
||||
{
|
||||
self.CenterLocation = float2.Lerp( from, to, frac );
|
||||
if( moveFraction >= moveFractionTotal )
|
||||
mobile.facing = toFacing;
|
||||
else
|
||||
mobile.facing = ( fromFacing + ( toFacing - fromFacing ) * moveFraction / moveFractionTotal ) & 0xFF;
|
||||
}
|
||||
|
||||
void CalculateMoveFraction()
|
||||
{
|
||||
var d = to - from;
|
||||
moveFractionTotal = (int)Math.Sqrt( d.X * d.X + d.Y * d.Y ) * (25 / 6);
|
||||
}
|
||||
|
||||
void UpdateCenterLocation( Actor self, Mobile mobile, float frac )
|
||||
{
|
||||
self.CenterLocation = float2.Lerp( from, to, frac );
|
||||
if( moveFraction >= moveFractionTotal )
|
||||
mobile.facing = toFacing;
|
||||
else
|
||||
mobile.facing = ( fromFacing + ( toFacing - fromFacing ) * moveFraction / moveFractionTotal ) & 0xFF;
|
||||
}
|
||||
|
||||
void CalculateMoveFraction()
|
||||
{
|
||||
var d = to - from;
|
||||
moveFractionTotal = (int)Math.Sqrt( d.X * d.X + d.Y * d.Y ) * (25 / 6);
|
||||
}
|
||||
|
||||
static float2 CenterOfCell( int2 loc )
|
||||
@@ -178,38 +200,44 @@ namespace OpenRa.Game.Traits
|
||||
}
|
||||
|
||||
void OnCompleteFirstHalf( Actor self, Mobile mobile )
|
||||
{
|
||||
if( path.Count > 0 )
|
||||
{
|
||||
var nextCell = path[ path.Count - 1 ];
|
||||
if( ( nextCell - mobile.toCell ) != ( mobile.toCell - mobile.fromCell ) )
|
||||
{
|
||||
path.RemoveAt( path.Count - 1 );
|
||||
from = BetweenCells( mobile.fromCell, mobile.toCell );
|
||||
to = BetweenCells( mobile.toCell, nextCell );
|
||||
CalculateMoveFraction();
|
||||
mobile.fromCell = mobile.toCell;
|
||||
mobile.toCell = nextCell;
|
||||
fromFacing = mobile.facing;
|
||||
toFacing = Util.GetNearestFacing( fromFacing, Util.GetFacing( mobile.toCell-mobile.fromCell, fromFacing ) );
|
||||
OnComplete = OnCompleteFirstHalf;
|
||||
return;
|
||||
}
|
||||
}
|
||||
from = BetweenCells( mobile.fromCell, mobile.toCell );
|
||||
to = CenterOfCell( mobile.toCell );
|
||||
CalculateMoveFraction();
|
||||
fromFacing = toFacing = mobile.facing;
|
||||
OnComplete = OnCompleteSecondHalf;
|
||||
mobile.fromCell = mobile.toCell;
|
||||
{
|
||||
if( path.Count > 0 )
|
||||
{
|
||||
var nextCell = path[ path.Count - 1 ];
|
||||
if( ( nextCell - mobile.toCell ) != ( mobile.toCell - mobile.fromCell ) )
|
||||
{
|
||||
path.RemoveAt( path.Count - 1 );
|
||||
from = BetweenCells( mobile.fromCell, mobile.toCell );
|
||||
to = BetweenCells( mobile.toCell, nextCell );
|
||||
CalculateMoveFraction();
|
||||
mobile.fromCell = mobile.toCell;
|
||||
mobile.toCell = nextCell;
|
||||
fromFacing = mobile.facing;
|
||||
toFacing = Util.GetNearestFacing( fromFacing, Util.GetFacing( mobile.toCell-mobile.fromCell, fromFacing ) );
|
||||
OnComplete = OnCompleteFirstHalf;
|
||||
return;
|
||||
}
|
||||
}
|
||||
from = BetweenCells( mobile.fromCell, mobile.toCell );
|
||||
to = CenterOfCell( mobile.toCell );
|
||||
CalculateMoveFraction();
|
||||
fromFacing = toFacing = mobile.facing;
|
||||
OnComplete = OnCompleteSecondHalf;
|
||||
mobile.fromCell = mobile.toCell;
|
||||
}
|
||||
|
||||
void OnCompleteSecondHalf( Actor self, Mobile mobile )
|
||||
{
|
||||
{
|
||||
moveFractionTotal = 0;
|
||||
self.CenterLocation = CenterOfCell( mobile.toCell );
|
||||
OnComplete = null;
|
||||
mobile.fromCell = mobile.toCell;
|
||||
OnComplete = null;
|
||||
mobile.fromCell = mobile.toCell;
|
||||
}
|
||||
|
||||
public void Cancel( Actor self, Mobile mobile )
|
||||
{
|
||||
path.Clear();
|
||||
NextAction = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user