using System; using System.Collections.Generic; using System.Linq; using System.Text; using OpenRa.Game.GameRules; using OpenRa.Game.Graphics; namespace OpenRa.Game.Traits { class Mobile : ITick, IOrder { public Actor self; public int2 fromCell; public int2 toCell { get { return self.Location; } set { self.Location = value; } } public int facing; public int Voice = Game.CosmeticRandom.Next(2); CurrentActivity currentActivity; public Mobile(Actor self) { this.self = self; fromCell = toCell; } public void QueueActivity( CurrentActivity nextActivity ) { if( currentActivity == null ) { currentActivity = nextActivity; return; } var act = currentActivity; while( act.NextActivity != null ) { act = act.NextActivity; } act.NextActivity = nextActivity; } public void Tick(Actor self) { if( currentActivity != null ) currentActivity.Tick( self, this ); else fromCell = toCell; } public Order Order(Actor self, int2 xy, bool lmb, Actor underCursor) { if( lmb ) return null; if( underCursor != null ) return null; if (xy != toCell) return new MoveOrder(self, xy); return null; } public void Cancel(Actor self) { if (currentActivity != null) currentActivity.Cancel(self, this); } public IEnumerable OccupiedCells() { return new[] { fromCell, toCell }; } public UnitMovementType GetMovementType() { var vi = self.unitInfo as UnitInfo.VehicleInfo; if (vi == null) return UnitMovementType.Foot; if (vi.WaterBound) return UnitMovementType.Float; return vi.Tracked ? UnitMovementType.Track : UnitMovementType.Wheel; } public interface CurrentActivity { CurrentActivity NextActivity { get; set; } void Tick( Actor self, Mobile mobile ); void Cancel( Actor self, Mobile mobile ); } public class Turn : CurrentActivity { public CurrentActivity NextActivity { get; set; } public int desiredFacing; public Turn( int desiredFacing ) { this.desiredFacing = desiredFacing; } public void Tick( Actor self, Mobile mobile ) { if( desiredFacing == mobile.facing ) { mobile.currentActivity = NextActivity; if( NextActivity != null ) NextActivity.Tick( self, mobile ); return; } Util.TickFacing( ref mobile.facing, desiredFacing, self.unitInfo.ROT ); } public void Cancel( Actor self, Mobile mobile ) { desiredFacing = mobile.facing; NextActivity = null; } } public class MoveTo : CurrentActivity { public CurrentActivity NextActivity { get; set; } int2 destination; List path; MovePart move; public MoveTo( int2 destination ) { this.destination = destination; } static bool CanEnterCell(int2 c, Actor self) { var u = Game.UnitInfluence.GetUnitAt(c); return u == null || u == self; } public void Tick( Actor self, Mobile mobile ) { if( move != null ) { move.TickMove( self, mobile, this ); return; } if( destination == self.Location ) { mobile.currentActivity = NextActivity; return; } if( path == null ) path = Game.pathFinder.FindUnitPath( self.Location, destination, mobile.GetMovementType() ); if( path.Count == 0 ) { destination = mobile.toCell; return; } var nextCell = path[ path.Count - 1 ]; int2 dir = nextCell - mobile.fromCell; var firstFacing = Util.GetFacing( dir, mobile.facing ); if( firstFacing != mobile.facing ) mobile.currentActivity = new Turn( firstFacing ) { NextActivity = this }; else { if (!CanEnterCell(nextCell, self)) return; /* todo: repath, sometimes */ mobile.toCell = nextCell; path.RemoveAt( path.Count - 1 ); move = new MoveFirstHalf( CenterOfCell( mobile.fromCell ), BetweenCells( mobile.fromCell, mobile.toCell ), mobile.facing, mobile.facing, 0 ); Game.UnitInfluence.Update(mobile); } mobile.currentActivity.Tick( self, mobile ); } static float2 CenterOfCell( int2 loc ) { return new float2( 12, 12 ) + Game.CellSize * (float2)loc; } static float2 BetweenCells( int2 from, int2 to ) { return 0.5f * ( CenterOfCell( from ) + CenterOfCell( to ) ); } abstract class MovePart { public readonly float2 from, to; public readonly int fromFacing, toFacing; public int moveFraction; public readonly int moveFractionTotal; public MovePart( float2 from, float2 to, int fromFacing, int toFacing, int startingFraction ) { this.from = from; this.to = to; this.fromFacing = fromFacing; this.toFacing = toFacing; this.moveFraction = startingFraction; this.moveFractionTotal = (int)( to - from ).Length * ( 25 / 6 ); } public void TickMove( Actor self, Mobile mobile, MoveTo parent ) { var oldFraction = moveFraction; var oldTotal = moveFractionTotal; moveFraction += ( self.unitInfo as UnitInfo.MobileInfo ).Speed; UpdateCenterLocation( self, mobile ); if( moveFraction >= moveFractionTotal ) { parent.move = OnComplete( self, mobile, parent ); if( parent.move == null ) UpdateCenterLocation( self, mobile ); } } void UpdateCenterLocation( Actor self, Mobile mobile ) { var frac = (float)moveFraction / moveFractionTotal; self.CenterLocation = float2.Lerp( from, to, frac ); if( moveFraction >= moveFractionTotal ) mobile.facing = toFacing & 0xFF; else mobile.facing = ( fromFacing + ( toFacing - fromFacing ) * moveFraction / moveFractionTotal ) & 0xFF; } protected abstract MovePart OnComplete( Actor self, Mobile mobile, MoveTo parent ); } class MoveFirstHalf : MovePart { public MoveFirstHalf( float2 from, float2 to, int fromFacing, int toFacing, int startingFraction ) : base( from, to, fromFacing, toFacing, startingFraction ) { } protected override MovePart OnComplete( Actor self, Mobile mobile, MoveTo parent ) { if( parent.path.Count > 0 ) { var nextCell = parent.path[ parent.path.Count - 1 ]; if( ( nextCell - mobile.toCell ) != ( mobile.toCell - mobile.fromCell ) ) { if( CanEnterCell( nextCell, self ) ) { parent.path.RemoveAt( parent.path.Count - 1 ); var ret = new MoveFirstHalf( BetweenCells( mobile.fromCell, mobile.toCell ), BetweenCells( mobile.toCell, nextCell ), mobile.facing, Util.GetNearestFacing( mobile.facing, Util.GetFacing( nextCell - mobile.toCell, mobile.facing ) ), moveFraction - moveFractionTotal ); mobile.fromCell = mobile.toCell; mobile.toCell = nextCell; Game.UnitInfluence.Update( mobile ); return ret; } } } var ret2 = new MoveSecondHalf( BetweenCells( mobile.fromCell, mobile.toCell ), CenterOfCell( mobile.toCell ), mobile.facing, mobile.facing, moveFraction - moveFractionTotal ); mobile.fromCell = mobile.toCell; return ret2; } } class MoveSecondHalf : MovePart { public MoveSecondHalf( float2 from, float2 to, int fromFacing, int toFacing, int startingFraction ) : base( from, to, fromFacing, toFacing, startingFraction ) { } protected override MovePart OnComplete( Actor self, Mobile mobile, MoveTo parent ) { self.CenterLocation = CenterOfCell( mobile.toCell ); mobile.fromCell = mobile.toCell; return null; } } public void Cancel( Actor self, Mobile mobile ) { path.Clear(); NextActivity = null; } } } }