Fixed UnloadCargo stacking using new subcell API exposure
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@@ -28,7 +28,11 @@ namespace OpenRA.Traits
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int generation;
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public static Target FromPos(WPos p) { return new Target { pos = p, type = TargetType.Terrain }; }
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public static Target FromCell(World w, CPos c) { return new Target { pos = w.Map.CenterOfCell(c), type = TargetType.Terrain }; }
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public static Target FromCell(World w, CPos c, int subCell = 0)
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{
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return new Target { pos = w.Map.CenterOfCell(c) + w.Map.SubCellOffsets[subCell], type = TargetType.Terrain };
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}
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public static Target FromOrder(World w, Order o)
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{
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return o.TargetActor != null
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@@ -182,6 +182,7 @@ namespace OpenRA.Traits
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{
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bool CanEnterCell(CPos location);
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bool CanEnterCell(CPos location, Actor ignoreActor, bool checkTransientActors);
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int GetDesiredSubcell(CPos a, Actor ignoreActor);
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void SetPosition(Actor self, CPos cell, int subCell = -1);
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void SetPosition(Actor self, WPos pos);
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void SetVisualPosition(Actor self, WPos pos);
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@@ -11,6 +11,8 @@
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Activities
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@@ -30,14 +32,15 @@ namespace OpenRA.Mods.RA.Activities
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this.unloadAll = unloadAll;
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}
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public CPos? ChooseExitCell(Actor passenger)
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public Pair<CPos, int>? ChooseExitSubCell(Actor passenger)
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{
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var pos = passenger.Trait<IPositionable>();
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return cargo.CurrentAdjacentCells
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.Shuffle(self.World.SharedRandom)
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.Cast<CPos?>()
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.FirstOrDefault(c => pos.CanEnterCell(c.Value));
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.Select(c => Pair.New(c, pos.GetDesiredSubcell(c, null)))
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.Cast<Pair<CPos, int>?>()
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.FirstOrDefault(s => s.Value.Second >= 0);
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}
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IEnumerable<CPos> BlockedExitCells(Actor passenger)
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@@ -60,8 +63,8 @@ namespace OpenRA.Mods.RA.Activities
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var actor = cargo.Peek(self);
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var spawn = self.CenterPosition;
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var exitCell = ChooseExitCell(actor);
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if (exitCell == null)
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var exitSubCell = ChooseExitSubCell(actor);
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if (exitSubCell == null)
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{
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foreach (var blocker in BlockedExitCells(actor).SelectMany(p => self.World.ActorMap.GetUnitsAt(p)))
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{
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@@ -83,8 +86,11 @@ namespace OpenRA.Mods.RA.Activities
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w.Add(actor);
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actor.CancelActivity();
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pos.SetVisualPosition(actor, spawn);
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actor.QueueActivity(move.MoveIntoWorld(actor, exitCell.Value));
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actor.SetTargetLine(Target.FromCell(w, exitCell.Value), Color.Green, false);
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var mobile = move as Mobile;
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if (mobile != null)
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mobile.SetLocation(exitSubCell.Value.First, exitSubCell.Value.Second, exitSubCell.Value.First, exitSubCell.Value.Second);
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actor.QueueActivity(move.MoveIntoWorld(actor, exitSubCell.Value.First, exitSubCell.Value.Second));
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actor.SetTargetLine(Target.FromCell(w, exitSubCell.Value.First, exitSubCell.Value.Second), Color.Green, false);
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});
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if (!unloadAll || cargo.IsEmpty(self))
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@@ -199,6 +199,7 @@ namespace OpenRA.Mods.RA.Air
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|| info.RepairBuildings.Contains(a.Info.Name);
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}
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public int GetDesiredSubcell(CPos a, Actor ignoreActor) { return -1; } // does not use any subcell
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public bool CanEnterCell(CPos location) { return true; }
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public bool CanEnterCell(CPos cell, Actor ignoreActor, bool checkTransientActors) { return true; }
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@@ -114,6 +114,7 @@ namespace OpenRA.Mods.RA
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.Any();
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}
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public int GetDesiredSubcell(CPos a, Actor ignoreActor) { return CanEnterCell(a, ignoreActor, true) ? 0 : -1; }
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public bool CanEnterCell(CPos cell) { return CanEnterCell(cell, null, true); }
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public void SetPosition(Actor self, CPos cell, int subCell = -1)
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@@ -69,6 +69,7 @@ namespace OpenRA.Mods.RA
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.Any();
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}
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public int GetDesiredSubcell(CPos a, Actor ignoreActor) { return CanEnterCell(a, ignoreActor, true) ? 0 : -1; }
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public bool CanEnterCell(CPos cell) { return CanEnterCell(cell, null, true); }
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public void SetPosition(Actor self, CPos cell, int subCell = -1) { SetPosition(self, self.World.Map.CenterOfCell(cell)); }
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@@ -627,18 +627,19 @@ namespace OpenRA.Mods.RA.Move
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{
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var pos = self.CenterPosition;
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subCell = self.World.ActorMap.FreeSubCell(cell, subCell);
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if (subCell == -1)
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subCell = self.World.ActorMap.FreeSubCell(cell, subCell);
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// TODO: solve/reduce cell is full problem
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if (subCell < 0)
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subCell = self.World.Map.SubCellDefaultIndex;
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// Reserve the exit cell
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SetPosition(self, cell);
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SetPosition(self, cell, subCell);
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SetVisualPosition(self, pos);
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// Animate transition
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var to = self.World.Map.CenterOfCell(cell);
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var to = self.World.Map.CenterOfCell(cell) + self.World.Map.SubCellOffsets[subCell];
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var speed = MovementSpeedForCell(self, cell);
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var length = speed > 0 ? (to - pos).Length / speed : 0;
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@@ -57,6 +57,14 @@ namespace OpenRA.Mods.RA.Move
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this.nearEnough = nearEnough;
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}
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public Move(CPos destination, int subCell, WRange nearEnough)
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{
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this.getPath = (self, mobile) => self.World.WorldActor.Trait<PathFinder>()
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.FindUnitPathToRange(mobile.fromCell, subCell, self.World.Map.CenterOfCell(destination) + self.World.Map.SubCellOffsets[subCell], nearEnough, self);
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this.destination = destination;
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this.nearEnough = nearEnough;
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}
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public Move(CPos destination, Actor ignoreBuilding)
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{
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this.getPath = (self, mobile) =>
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