#region Copyright & License Information /* * Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford. * This file is part of OpenRA. * * OpenRA is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * OpenRA is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenRA. If not, see . */ #endregion using System.Collections.Generic; using System.Linq; using OpenRA.GameRules; namespace OpenRA.Traits { public class MobileInfo : ITraitInfo, ITraitPrerequisite { public readonly UnitMovementType MovementType = UnitMovementType.Wheel; public readonly int WaitAverage = 60; public readonly int WaitSpread = 20; public virtual object Create(ActorInitializer init) { return new Mobile(init); } } public class Mobile : IIssueOrder, IResolveOrder, IOccupySpace, IMove { public readonly Actor self; [Sync] int2 __fromCell, __toCell; public int2 fromCell { get { return __fromCell; } set { SetLocation( value, __toCell ); } } [Sync] public int2 toCell { get { return __toCell; } set { SetLocation( __fromCell, value ); } } void SetLocation( int2 from, int2 to ) { if( fromCell == from && toCell == to ) return; RemoveInfluence(); __fromCell = from; __toCell = to; AddInfluence(); } public Mobile(ActorInitializer init) { this.self = init.self; this.__fromCell = this.__toCell = init.location; AddInfluence(); } public void SetPosition(Actor self, int2 cell) { SetLocation( cell, cell ); self.CenterLocation = Util.CenterOfCell(fromCell); } public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor) { if (mi.Button == MouseButton.Left) return null; // force-fire should *always* take precedence over move. if (mi.Modifiers.HasModifier(Modifiers.Ctrl)) return null; if (underCursor != null && underCursor.Owner != null) { // force-move if (!mi.Modifiers.HasModifier(Modifiers.Alt)) return null; if (!CanEnterCell(underCursor.Location, null, true)) return null; } var umt = self.Info.Traits.Get().MovementType; if (Util.GetEffectiveSpeed(self,umt) == 0) return null; /* allow disabling move orders from modifiers */ if (xy == toCell) return null; return new Order("Move", self, xy, mi.Modifiers.HasModifier(Modifiers.Shift)); } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "Move") { if (self.traits.GetOrDefault().CanEnterCell(order.TargetLocation)) { if( !order.Queued ) self.CancelActivity(); self.QueueActivity(new Activities.Move(order.TargetLocation, 8)); } } } public int2 TopLeft { get { return toCell; } } public virtual IEnumerable OccupiedCells() { return (fromCell == toCell) ? new[] { fromCell } : CanEnterCell(toCell) ? new[] { toCell } : new[] { fromCell, toCell }; } public UnitMovementType GetMovementType() { return self.Info.Traits.Get().MovementType; } public bool CanEnterCell(int2 p) { return CanEnterCell(p, null, true); } public virtual bool CanEnterCell(int2 cell, Actor ignoreActor, bool checkTransientActors) { if (!self.World.WorldActor.traits.Get().CanMoveHere(cell, ignoreActor)) return false; if (checkTransientActors) { var canShare = self.traits.Contains(); var actors = self.World.WorldActor.traits.Get().GetUnitsAt(cell).Where(a => a != self && a != ignoreActor); var nonshareable = actors.Where(a => !(canShare && a.traits.Contains())); var shareable = actors.Where(a => canShare && a.traits.Contains()); // only allow 5 in a cell if (shareable.Count() >= 5) return false; // We can enter a cell with nonshareable units if we can crush all of them if (nonshareable.Any( a => !self.World.IsActorCrushableByActor(a, self))) return false; } return MovementCostForCell(self, cell) < float.PositiveInfinity; } public float MovementCostForCell(Actor self, int2 cell) { if (!self.World.Map.IsInMap(cell.X,cell.Y)) return float.PositiveInfinity; var type = self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[cell.X, cell.Y]); var umt = self.Info.Traits.Get().MovementType; // Todo: Cache cost for each terraintype return (float)Rules.TerrainTypes[type].GetCost(umt)* self.World.WorldActor.traits.WithInterface().Aggregate(1f, (a, x) => a * x.GetCost(cell,self)); } public IEnumerable GetCurrentPath(Actor self) { var move = self.GetCurrentActivity() as Activities.Move; if (move == null || move.path == null) return new float2[] { }; return Enumerable.Reverse(move.path).Select( c => Util.CenterOfCell(c) ); } public virtual void AddInfluence() { self.World.WorldActor.traits.Get().Add( self, this ); } public virtual void RemoveInfluence() { self.World.WorldActor.traits.Get().Remove( self, this ); } } }