147 lines
3.0 KiB
C#
147 lines
3.0 KiB
C#
using System;
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using System.Collections.Generic;
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namespace OpenRa.Game
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{
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//Unit Missions:
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//{
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//in rules.ini:
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// Sleep - no-op
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// Harmless - no-op, and also not considered a threat
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// Sticky
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// Attack
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// Move
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// QMove
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// Retreat
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// Guard
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// Enter
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// Capture
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// Harvest
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// Area Guard
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// [Return] - unused
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// Stop
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// [Ambush] - unused
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// Hunt
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// Unload
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// Sabotage
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// Construction
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// Selling
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// Repair
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// Rescue
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// Missile
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//
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//not in original RA:
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// Deploy (Mcv -> Fact) [should this be construction/unload?]
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//}
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[Flags]
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enum SupportedMissions
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{
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Stop = 0,
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Harvest = 1,
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Deploy = 2,
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}
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delegate void UnitMission( int t );
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static class UnitMissions
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{
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public static UnitMission Sleep()
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{
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return t => { };
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}
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public static UnitMission Move( Unit unit, int2 destination )
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{
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return t =>
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{
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Game game = unit.game;
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if( unit.nextOrder != null )
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destination = unit.toCell;
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if( Turn( unit, unit.GetFacing( unit.toCell - unit.fromCell ) ) )
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return;
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unit.moveFraction += t * unit.unitInfo.Speed;
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if( unit.moveFraction < unit.moveFractionTotal )
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return;
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unit.moveFraction = 0;
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unit.moveFractionTotal = 0;
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unit.fromCell = unit.toCell;
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if( unit.toCell == destination )
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{
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unit.currentOrder = null;
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return;
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}
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List<int2> res = game.pathFinder.FindUnitPath( unit.toCell, PathFinder.DefaultEstimator( destination ) );
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if( res.Count != 0 )
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{
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unit.toCell = res[ res.Count - 1 ];
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int2 dir = unit.toCell - unit.fromCell;
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unit.moveFractionTotal = ( dir.X != 0 && dir.Y != 0 ) ? 2500 : 2000;
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}
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else
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destination = unit.toCell;
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};
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}
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public static UnitMission Deploy( Unit unit )
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{
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return t =>
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{
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Game game = unit.game;
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if( Turn( unit, 12 ) )
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return;
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game.world.AddFrameEndTask( _ =>
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{
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game.world.Remove( unit );
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game.world.Add( new Building("fact", unit.fromCell - new int2( 1, 1 ), unit.owner, game ) );
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} );
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unit.currentOrder = null;
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};
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}
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public static UnitMission Harvest( Unit unit )
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{
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UnitMission order = null;
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order = t =>
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{
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// TODO: check that there's actually some ore in this cell :)
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// face in one of the 8 directions
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if( Turn( unit, ( unit.facing + 1 ) & ~3 ) )
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return;
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unit.currentOrder = _ => { };
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if( unit.nextOrder == null )
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unit.nextOrder = order;
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string sequenceName = string.Format( "harvest{0}", unit.facing / 4 );
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unit.animation.PlayThen( sequenceName, () =>
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{
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unit.currentOrder = null;
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unit.animation.PlayFetchIndex("idle", () => unit.facing);
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} );
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};
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return order;
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}
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static bool Turn( Unit unit, int desiredFacing )
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{
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if( unit.facing == desiredFacing )
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return false;
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int df = ( desiredFacing - unit.facing + 32 ) % 32;
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unit.facing = ( unit.facing + ( df > 16 ? 31 : 1 ) ) % 32;
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return true;
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}
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}
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}
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