Files
OpenRA/OpenRa.Game/Traits/InfantrySquad.cs
2009-12-05 14:23:59 +13:00

94 lines
2.4 KiB
C#

using System.Collections.Generic;
using System.Linq;
using OpenRa.Game.GameRules;
using OpenRa.Game.Graphics;
namespace OpenRa.Game.Traits
{
class InfantrySquad : ITick, IRender
{
readonly List<Soldier> elements = new List<Soldier>();
readonly int2[][] elementOffsets = new []
{
new int2[] {},
new [] { new int2(0,0) },
new [] { new int2(-5,-5), new int2(5,5) },
new [] { new int2(-6,5), new int2(0, -5), new int2(6,4) }, /* todo: move squad arrangements ! */
};
public InfantrySquad(Actor self)
{
var ii = (InfantryInfo)self.unitInfo;
for (int i = 0; i < ii.SquadSize; i++)
elements.Add(new Soldier(self.unitInfo.Name,
self.CenterLocation.ToInt2() + elementOffsets[ii.SquadSize][i]));
}
public void Tick(Actor self)
{
for (int i = 0; i < elements.Count; i++)
elements[i].Tick(
self.CenterLocation.ToInt2() + elementOffsets[elements.Count][i], self);
}
public IEnumerable<Tuple<Sprite, float2, int>> Render(Actor self)
{
return elements.Select(
e => Util.Centered(self, e.anim.Image, e.location))
.OrderBy( a => a.b.Y ); /* important to y-order elements of a squad! */
}
}
class Soldier
{
public Animation anim;
public float2 location;
string name;
int facing = 128;
float speed;
string currentSequence;
void PlaySequence(string seq, bool isFacing)
{
if (currentSequence == seq) return;
if (isFacing)
anim.PlayFetchIndex(seq, () => Util.QuantizeFacing(facing, anim.CurrentSequence.Length));
else
anim.PlayRepeatingPreservingPosition(seq);
currentSequence = seq;
}
public Soldier(string type, int2 initialLocation)
{
name = type;
anim = new Animation(type);
anim.PlayFetchIndex("stand",
() => Util.QuantizeFacing(facing, anim.CurrentSequence.Length));
location = initialLocation;
speed = ((InfantryInfo)Rules.UnitInfo[name]).Speed / 2;
}
public void Tick( int2 desiredLocation, Actor self )
{
anim.Tick();
var d = (desiredLocation - location);
facing = /*Util.GetFacing(d, facing); */ self.traits.Get<Unit>().Facing;
if (float2.WithinEpsilon(d, float2.Zero, .1f))
PlaySequence("stand", true);
else
PlaySequence("run-" + Util.QuantizeFacing(facing, 8), false);
if (d.Length <= speed)
location = desiredLocation;
else
location += (speed / d.Length) * d;
}
}
}