#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 System; using OpenRA.GameRules; using OpenRA.FileFormats; namespace OpenRA.Traits { public class MobileInfo : ITraitInfo, ITraitPrerequisite { public readonly string[] TerrainTypes; public readonly float[] TerrainSpeeds; public readonly string[] Crushes; public readonly int WaitAverage = 60; public readonly int WaitSpread = 20; public virtual object Create(ActorInitializer init) { return new Mobile(init, this); } } public class Mobile : IIssueOrder, IResolveOrder, IOccupySpace, IMove { public readonly Actor self; public readonly MobileInfo Info; public readonly Dictionary TerrainCost; public readonly Dictionary TerrainSpeed; [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, MobileInfo info) { this.self = init.self; this.Info = info; this.__fromCell = this.__toCell = init.location; AddInfluence(); TerrainCost = new Dictionary(); TerrainSpeed = new Dictionary(); if (info.TerrainTypes.Count() != info.TerrainSpeeds.Count()) throw new InvalidOperationException("Mobile TerrainType/TerrainSpeed length missmatch"); for (int i = 0; i < info.TerrainTypes.Count(); 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, self.Location) == 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 bool CanEnterCell(int2 p) { return CanEnterCell(p, null, true); } public virtual bool CanEnterCell(int2 cell, Actor ignoreActor, bool checkTransientActors) { // Check for buildings var building = self.World.WorldActor.traits.Get().GetBuildingBlocking(cell); if (building != null && building != ignoreActor) { var crushable = building.traits.WithInterface(); if (crushable.Count() == 0) return false; if (!crushable.Any(b => b.CrushClasses.Intersect(Info.Crushes).Any())) return false; } // Check mobile actors 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 => !(a.traits.Contains() && a.traits.WithInterface().Any(b => b.CrushClasses.Intersect(Info.Crushes).Any())))) return false; } return MovementCostForCell(self, cell) < float.PositiveInfinity; } public virtual void FinishedMoving(Actor self) { var crushable = self.World.WorldActor.traits.Get().GetUnitsAt(self.Location).Where(a => a != self && a.traits.Contains()); foreach (var a in crushable) { var crushActions = a.traits.WithInterface().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; // Custom terrain types don't stack: pick one var customTerrain = self.World.WorldActor.traits.WithInterface() .Where( t => t.GetTerrainType(cell) != null ) .Select( t => t.GetTerrainType(cell) ) .FirstOrDefault(); // Todo: Hack this until i finish migrating TerrainType to a string var type = (customTerrain != null) ? customTerrain : self.World.GetTerrainType(cell); var additionalCost = self.World.WorldActor.traits.WithInterface() .Select( t => t.GetTerrainCost(cell, self) ).Sum(); return TerrainCost[type] + additionalCost; } public virtual float MovementSpeedForCell(Actor self, int2 cell) { var unitInfo = self.Info.Traits.GetOrDefault(); if( unitInfo == null ) return 0f; // Custom terrain types don't stack: pick one var customTerrain = self.World.WorldActor.traits.WithInterface() .Where( t => t.GetTerrainType(cell) != null ) .Select( t => t.GetTerrainType(cell) ) .FirstOrDefault(); // Todo: Hack this until i finish migrating TerrainType to a string var type = (customTerrain != null) ? customTerrain : self.World.GetTerrainType(cell); var modifier = self.traits .WithInterface() .Select(t => t.GetSpeedModifier()) .Product(); return unitInfo.Speed * TerrainSpeed[type] * modifier; } 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 ); } } }