Files
OpenRA/OpenRa.Game/Traits/Mobile.cs
Bob 06e6d50735 Improvements to Mobile to support smooth movement (like real-ra does it)
- McvDeploy got simpler.
    - BUGFIX: Bullet no longer crashes when it damages a tree
2009-10-24 17:28:51 +13:00

182 lines
4.1 KiB
C#

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);
CurrentAction currentAction;
public Mobile(Actor self)
{
this.self = self;
fromCell = toCell;
}
public void SetNextAction( CurrentAction nextAction )
{
if( currentAction == null )
currentAction = nextAction;
else
currentAction.NextAction = nextAction;
}
public void Tick(Actor self)
{
if( currentAction != null )
currentAction.Tick( self, this );
else
fromCell = toCell;
}
public Order Order(Actor self, int2 xy)
{
if (xy != toCell)
return new MoveOrder(self, xy);
return null;
}
public interface CurrentAction
{
CurrentAction NextAction { set; }
void Tick( Actor self, Mobile mobile );
}
public class Turn : CurrentAction
{
public CurrentAction NextAction { get; set; }
public readonly int desiredFacing;
public Turn( int desiredFacing )
{
this.desiredFacing = desiredFacing;
}
public void Tick( Actor self, Mobile mobile )
{
if( desiredFacing == mobile.facing )
{
mobile.currentAction = NextAction;
if( NextAction != null )
NextAction.Tick( self, mobile );
return;
}
Util.TickFacing( ref mobile.facing, desiredFacing, self.unitInfo.ROT );
}
}
public class MoveTo : CurrentAction
{
public CurrentAction NextAction { get; set; }
int2 destination;
List<int2> path;
int moveFraction, moveFractionTotal;
float2 from, to;
Action<Actor, Mobile> OnComplete;
public MoveTo( int2 destination )
{
this.destination = destination;
}
public void Tick( Actor self, Mobile mobile )
{
if( moveFractionTotal != 0 )
{
TickMove( self, mobile );
return;
}
if( destination == self.Location )
{
mobile.currentAction = NextAction;
return;
}
if( path == null )
path = Game.pathFinder.FindUnitPath( self.Location, PathFinder.DefaultEstimator( destination ) );
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.currentAction = new Turn( firstFacing ) { NextAction = this };
else
{
mobile.toCell = nextCell;
path.RemoveAt( path.Count - 1 );
moveFractionTotal = ( dir.X != 0 && dir.Y != 0 ) ? 35 : 25;
from = CenterOfCell( mobile.fromCell );
to = BetweenCells( mobile.fromCell, mobile.toCell );
OnComplete = OnCompleteFirstHalf;
}
mobile.currentAction.Tick( self, mobile );
}
void TickMove( Actor self, Mobile mobile )
{
moveFraction += ( self.unitInfo as UnitInfo.MobileInfo ).Speed;
UpdateCenterLocation( self, (float)moveFraction / moveFractionTotal, from, to );
if( moveFraction >= moveFractionTotal )
{
moveFraction -= moveFractionTotal;
OnComplete( self, mobile );
mobile.fromCell = mobile.toCell;
}
return;
}
static void UpdateCenterLocation( Actor self, float frac, float2 from, float2 to )
{
self.CenterLocation = float2.Lerp( from, to, frac );
}
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 ) );
}
void OnCompleteFirstHalf( Actor self, Mobile mobile )
{
from = BetweenCells( mobile.fromCell, mobile.toCell );
to = CenterOfCell( mobile.toCell );
OnComplete = OnCompleteSecondHalf;
}
void OnCompleteSecondHalf( Actor self, Mobile mobile )
{
moveFractionTotal = 0;
self.CenterLocation = CenterOfCell( mobile.toCell );
OnComplete = null;
}
}
}
}