Files
OpenRA/OpenRA.Mods.Cnc/Traits/TDGunboat.cs
RoosterDragon 62ab6ae6f1 OccupiedCells and TargetableCells must return arrays, not just enumerables.
This allows callers to efficiently enumerate these returned collections without the allocation and overhead imposed by the IEnumerable interface. All implementations were already returning arrays, so this only required a signature change.
2017-12-07 20:39:30 +02:00

212 lines
6.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
public class TDGunboatInfo : ITraitInfo, IPositionableInfo, IFacingInfo, IMoveInfo,
UsesInit<LocationInit>, UsesInit<FacingInit>, IActorPreviewInitInfo
{
public readonly int Speed = 28;
[Desc("Facing to use when actor spawns. Only 64 and 192 supported.")]
public readonly int InitialFacing = 64;
[Desc("Facing to use for actor previews (map editor, color picker, etc). Only 64 and 192 supported.")]
public readonly int PreviewFacing = 64;
public virtual object Create(ActorInitializer init) { return new TDGunboat(init, this); }
public int GetInitialFacing() { return InitialFacing; }
IEnumerable<object> IActorPreviewInitInfo.ActorPreviewInits(ActorInfo ai, ActorPreviewType type)
{
yield return new FacingInit(PreviewFacing);
}
public IReadOnlyDictionary<CPos, SubCell> OccupiedCells(ActorInfo info, CPos location, SubCell subCell = SubCell.Any)
{
var occupied = new Dictionary<CPos, SubCell>() { { location, SubCell.FullCell } };
return new ReadOnlyDictionary<CPos, SubCell>(occupied);
}
bool IOccupySpaceInfo.SharesCell { get { return false; } }
// Used to determine if actor can spawn
public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, bool checkTransientActors = false)
{
if (!world.Map.Contains(cell))
return false;
return true;
}
}
public class TDGunboat : ITick, ISync, IFacing, IPositionable, IMove, IDeathActorInitModifier,
INotifyCreated, INotifyAddedToWorld, INotifyRemovedFromWorld, IActorPreviewInitModifier
{
public readonly TDGunboatInfo Info;
readonly Actor self;
IEnumerable<int> speedModifiers;
[Sync] public int Facing { get; set; }
[Sync] public WPos CenterPosition { get; private set; }
public CPos TopLeft { get { return self.World.Map.CellContaining(CenterPosition); } }
// Isn't used anyway
public int TurnSpeed { get { return 255; } }
CPos cachedLocation;
public TDGunboat(ActorInitializer init, TDGunboatInfo info)
{
Info = info;
self = init.Self;
if (init.Contains<LocationInit>())
SetPosition(self, init.Get<LocationInit, CPos>());
if (init.Contains<CenterPositionInit>())
SetPosition(self, init.Get<CenterPositionInit, WPos>());
Facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : Info.GetInitialFacing();
// Prevent mappers from setting bogus facings
if (Facing != 64 && Facing != 192)
Facing = Facing > 127 ? 192 : 64;
}
void INotifyCreated.Created(Actor self)
{
speedModifiers = self.TraitsImplementing<ISpeedModifier>().ToArray().Select(sm => sm.GetSpeedModifier());
cachedLocation = self.Location;
}
void INotifyAddedToWorld.AddedToWorld(Actor self)
{
self.World.AddToMaps(self, this);
}
void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
{
self.World.RemoveFromMaps(self, this);
}
void ITick.Tick(Actor self)
{
if (cachedLocation != self.Location)
{
// If the actor just left the map, switch facing
if (!self.World.Map.Contains(self.Location))
Turn();
}
cachedLocation = self.Location;
SetVisualPosition(self, self.CenterPosition + MoveStep(Facing));
}
void Turn()
{
if (Facing == 64)
Facing = 192;
else
Facing = 64;
}
int MovementSpeed
{
get { return Util.ApplyPercentageModifiers(Info.Speed, speedModifiers); }
}
public Pair<CPos, SubCell>[] OccupiedCells() { return new[] { Pair.New(TopLeft, SubCell.FullCell) }; }
WVec MoveStep(int facing)
{
return MoveStep(MovementSpeed, facing);
}
WVec MoveStep(int speed, int facing)
{
var dir = new WVec(0, -1024, 0).Rotate(WRot.FromFacing(facing));
return speed * dir / 1024;
}
void IDeathActorInitModifier.ModifyDeathActorInit(Actor self, TypeDictionary init)
{
init.Add(new FacingInit(Facing));
}
public bool IsLeavingCell(CPos location, SubCell subCell = SubCell.Any) { return false; }
public bool CanEnterCell(CPos cell, Actor ignoreActor = null, bool checkTransientActors = false) { return true; }
public SubCell GetValidSubCell(SubCell preferred) { return SubCell.Invalid; }
public SubCell GetAvailableSubCell(CPos a, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, bool checkTransientActors = true)
{
// Does not use any subcell
return SubCell.Invalid;
}
public void SetVisualPosition(Actor self, WPos pos) { SetPosition(self, pos); }
public void SetPosition(Actor self, CPos cell, SubCell subCell = SubCell.Any)
{
SetPosition(self, self.World.Map.CenterOfCell(cell));
}
public void SetPosition(Actor self, WPos pos)
{
CenterPosition = pos;
if (!self.IsInWorld)
return;
self.World.UpdateMaps(self, this);
}
public Activity MoveTo(CPos cell, int nearEnough) { return null; }
public Activity MoveTo(CPos cell, Actor ignoreActor) { return null; }
public Activity MoveWithinRange(Target target, WDist range) { return null; }
public Activity MoveWithinRange(Target target, WDist minRange, WDist maxRange) { return null; }
public Activity MoveFollow(Actor self, Target target, WDist minRange, WDist maxRange) { return null; }
public Activity MoveIntoWorld(Actor self, CPos cell, SubCell subCell = SubCell.Any) { return null; }
public Activity MoveToTarget(Actor self, Target target) { return null; }
public Activity MoveIntoTarget(Actor self, Target target) { return null; }
public Activity VisualMove(Actor self, WPos fromPos, WPos toPos) { return null; }
public CPos NearestMoveableCell(CPos cell) { return cell; }
// Actors with TDGunboat always move
public bool IsMoving { get { return true; } set { } }
public bool IsMovingVertically { get { return false; } set { } }
public bool CanEnterTargetNow(Actor self, Target target)
{
return false;
}
void IActorPreviewInitModifier.ModifyActorPreviewInit(Actor self, TypeDictionary inits)
{
if (!inits.Contains<DynamicFacingInit>() && !inits.Contains<FacingInit>())
inits.Add(new DynamicFacingInit(() => Facing));
}
}
}