Files
OpenRA/OpenRA.Game/Traits/Mobile.cs
2010-06-24 21:51:22 +12:00

173 lines
5.3 KiB
C#

#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 <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
namespace OpenRA.Traits
{
public class MobileInfo : ITraitInfo, ITraitPrerequisite<UnitInfo>
{
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<MobileInfo>().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<IMove>().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<int2> OccupiedCells()
{
return (fromCell == toCell)
? new[] { fromCell }
: CanEnterCell(toCell)
? new[] { toCell }
: new[] { fromCell, toCell };
}
public UnitMovementType GetMovementType()
{
return self.Info.Traits.Get<MobileInfo>().MovementType;
}
public bool CanEnterCell(int2 p)
{
return CanEnterCell(p, null, true);
}
public virtual bool CanEnterCell(int2 p, Actor ignoreActor, bool checkTransientActors)
{
if (!self.World.WorldActor.traits.Get<BuildingInfluence>().CanMoveHere(p, ignoreActor))
return false;
if (checkTransientActors)
{
var canShare = self.traits.Contains<SharesCell>();
var actors = self.World.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(p).Where(a => a != self && a != ignoreActor);
var nonshareable = actors.Where(a => !(canShare && a.traits.Contains<SharesCell>()));
var shareable = actors.Where(a => canShare && a.traits.Contains<SharesCell>());
// 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 self.World.Map.IsInMap(p.X, p.Y) &&
Rules.TerrainTypes[self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[p.X, p.Y])]
.GetCost(GetMovementType()) < float.PositiveInfinity;
}
public IEnumerable<float2> 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<UnitInfluence>().Add( self, this );
}
public virtual void RemoveInfluence()
{
self.World.WorldActor.traits.Get<UnitInfluence>().Remove( self, this );
}
}
}