Use MoveIntoWorld for transports. Fixes #4758.

This commit is contained in:
Paul Chote
2014-03-19 14:21:07 +13:00
parent 262e0fc484
commit de735fbd27

View File

@@ -33,20 +33,21 @@ namespace OpenRA.Mods.RA.Activities
public CPos? ChooseExitCell(Actor passenger)
{
var mobile = passenger.Trait<Mobile>();
var pos = passenger.Trait<IPositionable>();
return cargo.CurrentAdjacentCells
.Shuffle(self.World.SharedRandom)
.Cast<CPos?>()
.FirstOrDefault(c => mobile.CanEnterCell(c.Value));
.FirstOrDefault(c => pos.CanEnterCell(c.Value));
}
IEnumerable<CPos> BlockedExitCells(Actor passenger)
{
var mobile = passenger.Trait<Mobile>();
var pos = passenger.Trait<IPositionable>();
// Find the cells that are blocked by transient actors
return cargo.CurrentAdjacentCells
.Where(c => mobile.MovementSpeedForCell(passenger, c) != int.MaxValue && !mobile.CanEnterCell(c));
.Where(c => pos.CanEnterCell(c, null, true) != pos.CanEnterCell(c, null, false));
}
public override Activity Tick(Actor self)
@@ -58,6 +59,7 @@ namespace OpenRA.Mods.RA.Activities
cloak.Uncloak();
var actor = cargo.Peek(self);
var spawn = self.CenterPosition;
var exitCell = ChooseExitCell(actor);
if (exitCell == null)
@@ -71,33 +73,18 @@ namespace OpenRA.Mods.RA.Activities
}
cargo.Unload(self);
self.World.AddFrameEndTask(w =>
{
if (actor.Destroyed)
return;
var mobile = actor.Trait<Mobile>();
var exitSubcell = mobile.GetDesiredSubcell(exitCell.Value, null);
mobile.fromSubCell = exitSubcell; // these settings make sure that the below Set* calls
mobile.toSubCell = exitSubcell; // and the above GetDesiredSubcell call pick a good free subcell for later units being unloaded
var exit = exitCell.Value.CenterPosition + MobileInfo.SubCellOffsets[exitSubcell];
var current = self.Location.CenterPosition + MobileInfo.SubCellOffsets[exitSubcell];
mobile.Facing = Util.GetFacing(exit - current, mobile.Facing);
mobile.SetPosition(actor, exitCell.Value);
mobile.SetVisualPosition(actor, current);
var speed = mobile.MovementSpeedForCell(actor, exitCell.Value);
var length = speed > 0 ? (exit - current).Length / speed : 0;
var move = actor.Trait<IMove>();
var pos = actor.Trait<IPositionable>();
w.Add(actor);
actor.CancelActivity();
actor.QueueActivity(new Drag(current, exit, length));
actor.QueueActivity(mobile.MoveTo(exitCell.Value, 0));
pos.SetVisualPosition(actor, spawn);
actor.QueueActivity(move.MoveIntoWorld(actor, exitCell.Value));
actor.SetTargetLine(Target.FromCell(exitCell.Value), Color.Green, false);
});