Files
OpenRA/OpenRA.Game/Traits/Mobile.cs
Chris Forbes 3526c05dc8 a bit more
2010-07-26 21:30:23 +12:00

320 lines
9.3 KiB
C#

#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.Linq;
using OpenRA.Effects;
using OpenRA.Traits.Activities;
using OpenRA.FileFormats;
using System.Drawing;
using OpenRA.Support;
namespace OpenRA.Traits
{
public class MobileInfo : ITraitInfo, ITraitPrerequisite<UnitInfo>
{
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, IOrderCursor, IOrderVoice, IOccupySpace, IMove, INudge
{
public readonly Actor self;
public readonly MobileInfo Info;
public readonly Dictionary<string,float> TerrainCost;
public readonly Dictionary<string,float> 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();
}
Shroud shroud;
UnitInfluence uim;
UnitInfo unitInfo;
BuildingInfluence bim;
bool canShareCell;
public Mobile(ActorInitializer init, MobileInfo info)
{
this.self = init.self;
this.Info = info;
this.__fromCell = this.__toCell = init.location;
shroud = self.World.WorldActor.traits.Get<Shroud>();
uim = self.World.WorldActor.traits.Get<UnitInfluence>();
bim = self.World.WorldActor.traits.Get<BuildingInfluence>();
unitInfo = self.Info.Traits.GetOrDefault<UnitInfo>();
canShareCell = self.traits.Contains<SharesCell>();
AddInfluence();
TerrainCost = new Dictionary<string, float>();
TerrainSpeed = new Dictionary<string, float>();
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<IMove>().CanEnterCell(order.TargetLocation))
{
if (self.Owner == self.World.LocalPlayer)
self.World.AddFrameEndTask(w =>
{
w.Add(new MoveFlash(self.World, order.TargetLocation));
var line = self.traits.GetOrDefault<DrawLineToTarget>();
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<int2> 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.traits.WithInterface<ICrushable>();
if (crushable.Count() == 0)
return false;
if (!crushable.Any(b => b.CrushClasses.Intersect(Info.Crushes).Any()))
return false;
}
// Check mobile actors
if (checkTransientActors)
{
var actors = uim.GetUnitsAt(cell);
if (actors.Any())
{
var actors2 = actors.Where(a => a != self && a != ignoreActor).ToArray();
var nonshareable = canShareCell ? actors2 : actors2.Where(a => !a.traits.Contains<SharesCell>()).ToArray();
if (canShareCell)
{
var shareable = actors2.Where(a => a.traits.Contains<SharesCell>());
// 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.Count() > 0)
return false;
if (nonshareable.Length > 0 && nonshareable.Any(a => !(a.traits.Contains<ICrushable>() &&
a.traits.WithInterface<ICrushable>().Any(b => b.CrushClasses.Intersect(Info.Crushes).Any()))))
return false;
}
}
return true;
}
public virtual void FinishedMoving(Actor self)
{
var crushable = uim.GetUnitsAt(self.Location).Where(a => a != self && a.traits.Contains<ICrushable>());
foreach (var a in crushable)
{
var crushActions = a.traits.WithInterface<ICrushable>().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)
{
if( unitInfo == null )
return 0f;
var type = self.World.GetTerrainType(cell);
var modifier = self.traits
.WithInterface<ISpeedModifier>()
.Select(t => t.GetSpeedModifier())
.Product();
return unitInfo.Speed * TerrainSpeed[type] * modifier;
}
public IEnumerable<float2> 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<int2>();
var notStupidCells = new List<int2>();
for( var i = -1; i < 2; i++ )
for (var j = -1; j < 2; j++)
{
var p = self.Location + new int2(i, j);
if (CanEnterCell(p))
availCells.Add(p);
else
if (p != nudger.Location && p != self.Location)
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.traits.GetOrDefault<DrawLineToTarget>();
if (line != null)
line.SetTargetSilently(self, Target.FromCell(moveTo.Value), Color.Green);
});
self.QueueActivity(new Move(moveTo.Value, 0));
}
}
}
}