using System; using System.Collections.Generic; using System.Linq; using OpenRa.GameRules; namespace OpenRa.Traits { class MobileInfo : ITraitInfo { public readonly UnitMovementType MovementType = UnitMovementType.Wheel; public object Create(Actor self) { return new Mobile(self); } } class Mobile : IIssueOrder, IResolveOrder, IOccupySpace, IMovement { readonly Actor self; [Sync] int2 __fromCell; public int2 fromCell { get { return __fromCell; } set { Game.world.UnitInfluence.Remove(self, this); __fromCell = value; Game.world.UnitInfluence.Add(self, this); } } public int2 toCell { get { return self.Location; } set { if (self.Location != value) { Game.world.UnitInfluence.Remove(self, this); self.Location = value; self.Owner.Shroud.Explore(self); } Game.world.UnitInfluence.Add(self, this); } } public Mobile(Actor self) { this.self = self; __fromCell = toCell; Game.world.UnitInfluence.Add(self, this); } public void TeleportTo(Actor self, int2 xy) { fromCell = toCell = xy; self.CenterLocation = Util.CenterOfCell(fromCell); } public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor) { if (mi.Button == MouseButton.Left) return null; if (underCursor != null) { // force-move if (!mi.Modifiers.HasModifier(Modifiers.Alt)) return null; if (!Game.world.IsActorCrushableByActor(underCursor, self)) return null; } if (Util.GetEffectiveSpeed(self) == 0) return null; /* allow disabling move orders from modifiers */ if (xy == toCell) return null; return new Order("Move", self, null, xy, null); } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "Move") { self.CancelActivity(); self.QueueActivity(new Activities.Move(order.TargetLocation, 8)); } } public IEnumerable OccupiedCells() { return (fromCell == toCell) ? new[] { fromCell } : new[] { fromCell, toCell }; } public UnitMovementType GetMovementType() { return self.Info.Traits.Get().MovementType; } public bool CanEnterCell(int2 a) { if (!Game.world.BuildingInfluence.CanMoveHere(a)) return false; var crushable = true; foreach (Actor actor in Game.world.UnitInfluence.GetUnitsAt(a)) { if (actor == self) continue; if (!Game.world.IsActorCrushableByActor(actor, self)) { crushable = false; break; } } if (!crushable) return false; return Game.world.Map.IsInMap(a.X, a.Y) && TerrainCosts.Cost(GetMovementType(), Game.world.TileSet.GetWalkability(Game.world.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity; } public IEnumerable GetCurrentPath() { var move = self.GetCurrentActivity() as Activities.Move; if (move == null || move.path == null) return new int2[] { }; return Enumerable.Reverse(move.path); } } }