#region Copyright & License Information /* * Copyright 2007-2010 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see LICENSE. */ #endregion using System; using System.Collections.Generic; using System.Drawing; using System.Linq; using OpenRA.Effects; using OpenRA.Traits.Activities; namespace OpenRA.Traits { public class MobileInfo : ITraitInfo { public readonly string[] TerrainTypes; public readonly float[] TerrainSpeeds; public readonly string[] TerrainCostOverrides; public readonly float[] TerrainCosts; public readonly string[] Crushes; public readonly int WaitAverage = 60; public readonly int WaitSpread = 20; public readonly int InitialFacing = 128; public readonly int ROT = 255; public readonly int Speed = 1; public virtual object Create(ActorInitializer init) { return new Mobile(init, this); } } public class Mobile : IIssueOrder, IResolveOrder, IOrderCursor, IOrderVoice, IOccupySpace, IMove, IFacing, INudge { public readonly Actor self; public readonly MobileInfo Info; public readonly Dictionary TerrainCost; public readonly Dictionary TerrainSpeed; [Sync] public int Facing { get; set; } [Sync] public int Altitude { get; set; } [Sync] public int ROT { get { return Info.ROT; } } public int InitialFacing { get { return Info.InitialFacing; } } 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(); } Shroud shroud; UnitInfluence uim; BuildingInfluence bim; bool canShareCell; public Mobile(ActorInitializer init, MobileInfo info) { this.self = init.self; this.Info = info; shroud = self.World.WorldActor.Trait(); uim = self.World.WorldActor.Trait(); bim = self.World.WorldActor.Trait(); canShareCell = self.HasTrait(); if (init.Contains()) { this.__fromCell = this.__toCell = init.Get(); AddInfluence(); } this.Facing = init.Contains() ? init.Get() : info.InitialFacing; this.Altitude = init.Contains() ? init.Get() : 0; TerrainCost = new Dictionary(); TerrainSpeed = new Dictionary(); if (info.TerrainTypes.Count() != info.TerrainSpeeds.Count()) throw new InvalidOperationException("Mobile TerrainType/TerrainSpeed length mismatch"); if (info.TerrainCostOverrides != null) for (int i = 0; i < info.TerrainCostOverrides.Count(); i++) { TerrainCost.Add(info.TerrainCostOverrides[i], info.TerrainCosts[i]); } for (int i = 0; i < info.TerrainTypes.Count(); i++) { if (!TerrainCost.ContainsKey(info.TerrainTypes[i])) TerrainCost.Add(info.TerrainTypes[i], 1f/info.TerrainSpeeds[i]); TerrainSpeed.Add(info.TerrainTypes[i], info.TerrainSpeeds[i]); } } 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; } if (MovementSpeedForCell(self, toCell) == 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 (CanEnterCell(order.TargetLocation)) { if (self.Owner == self.World.LocalPlayer) self.World.AddFrameEndTask(w => { w.Add(new MoveFlash(self.World, order.TargetLocation)); var line = self.TraitOrDefault(); if (line != null) line.SetTarget(self, Target.FromOrder(order), Color.Green); }); if( !order.Queued ) self.CancelActivity(); self.QueueActivity(new Activities.Move(order.TargetLocation, 8)); } } } public string CursorForOrder(Actor self, Order order) { if (order.OrderString != "Move") return null; var xy = order.TargetLocation; return (!shroud.exploredCells[xy.X, xy.Y] || CanEnterCell(xy)) ? "move" : "move-blocked"; } public string VoicePhraseForOrder(Actor self, Order order) { var xy = order.TargetLocation; return (order.OrderString == "Move" && (!shroud.exploredCells[xy.X, xy.Y] || CanEnterCell(xy))) ? "Move" : null; } public int2 TopLeft { get { return toCell; } } public virtual IEnumerable OccupiedCells() { return (fromCell == toCell) ? new[] { fromCell } : CanEnterCell(toCell) ? new[] { toCell } : new[] { fromCell, toCell }; } public bool CanEnterCell(int2 p) { return CanEnterCell(p, null, true); } public virtual bool CanEnterCell(int2 cell, Actor ignoreActor, bool checkTransientActors) { if (MovementCostForCell(self, cell) == float.PositiveInfinity) return false; // Check for buildings var building = bim.GetBuildingBlocking(cell); if (building != null && building != ignoreActor) { if (Info.Crushes == null) return false; var crushable = building.TraitsImplementing(); if (crushable.Count() == 0) return false; if (!crushable.Any(b => b.CrushClasses.Intersect(Info.Crushes).Any())) return false; } // Check mobile actors if (checkTransientActors && uim.AnyUnitsAt(cell)) { var actors = uim.GetUnitsAt(cell).Where(a => a != self && a != ignoreActor).ToArray(); var nonshareable = canShareCell ? actors : actors.Where(a => !a.HasTrait()).ToArray(); if (canShareCell) { var shareable = actors.Where(a => a.HasTrait()); // only allow 5 in a cell if (shareable.Count() >= 5) return false; } // We can enter a cell with nonshareable units only if we can crush all of them if (Info.Crushes == null && nonshareable.Length > 0) return false; if (nonshareable.Length > 0 && nonshareable.Any(a => !(a.HasTrait() && a.TraitsImplementing().Any(b => b.CrushClasses.Intersect(Info.Crushes).Any())))) return false; } return true; } public virtual void FinishedMoving(Actor self) { var crushable = uim.GetUnitsAt(toCell).Where(a => a != self && a.HasTrait()); foreach (var a in crushable) { var crushActions = a.TraitsImplementing().Where(b => b.CrushClasses.Intersect(Info.Crushes).Any()); foreach (var b in crushActions) b.OnCrush(self); } } public virtual float MovementCostForCell(Actor self, int2 cell) { if (!self.World.Map.IsInMap(cell.X,cell.Y)) return float.PositiveInfinity; var type = self.World.GetTerrainType(cell); return TerrainCost[type]; } public virtual float MovementSpeedForCell(Actor self, int2 cell) { var type = self.World.GetTerrainType(cell); var modifier = self .TraitsImplementing() .Select(t => t.GetSpeedModifier()) .Product(); return Info.Speed * TerrainSpeed[type] * modifier; } public IEnumerable GetCurrentPath(Actor self) { var move = self.GetCurrentActivity() as Move; if (move == null || move.path == null) return new float2[] { }; return Enumerable.Reverse(move.path).Select( c => Util.CenterOfCell(c) ); } public virtual void AddInfluence() { uim.Add( self, this ); } public virtual void RemoveInfluence() { uim.Remove( self, this ); } public void OnNudge(Actor self, Actor nudger) { /* initial fairly braindead implementation. */ if (self.Owner.Stances[nudger.Owner] != Stance.Ally) return; /* don't allow ourselves to be pushed around * by the enemy! */ if (!self.IsIdle) return; /* don't nudge if we're busy doing something! */ // pick an adjacent available cell. var availCells = new List(); var notStupidCells = new List(); for( var i = -1; i < 2; i++ ) for (var j = -1; j < 2; j++) { var p = toCell + new int2(i, j); if (CanEnterCell(p)) availCells.Add(p); else if (p != nudger.Location && p != toCell) notStupidCells.Add(p); } var moveTo = availCells.Any() ? availCells.Random(self.World.SharedRandom) : notStupidCells.Any() ? notStupidCells.Random(self.World.SharedRandom) : (int2?)null; if (moveTo.HasValue) { self.CancelActivity(); if (self.Owner == self.World.LocalPlayer) self.World.AddFrameEndTask(w => { var line = self.TraitOrDefault(); if (line != null) line.SetTargetSilently(self, Target.FromCell(moveTo.Value), Color.Green); }); self.QueueActivity(new Move(moveTo.Value, 0)); } } } }