Files
OpenRA/OpenRA.Game/Traits/World/HazardLayer.cs
Paul Chote 7ac8d0cf59 Units automatically path around known hazards (eg static base defenses). Test using SAM and TRAN.
Todo: Ignore hazards when force-moving; Apply only to known enemy hazards; Implement more hazard classes

Also add a few files I forgot from previous patches
2010-06-25 13:53:37 +12:00

100 lines
2.9 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;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using OpenRA.FileFormats;
namespace OpenRA.Traits
{
public class HazardLayerInfo : ITraitInfo
{
public object Create( ActorInitializer init ) { return new HazardLayer( init.world ); }
}
public class HazardLayer : ICustomTerrain
{
List<Pair<Actor, Hazard>>[,] hazards;
Map map;
public HazardLayer( World world )
{
//System.Console.WriteLine("Created HazardLayer");
map = world.Map;
hazards = new List<Pair<Actor, Hazard>>[world.Map.MapSize.X, world.Map.MapSize.Y];
for (int i = 0; i < world.Map.MapSize.X; i++)
for (int j = 0; j < world.Map.MapSize.Y; j++)
hazards[ i, j ] = new List<Pair<Actor, Hazard>>();
world.ActorRemoved += a => Remove( a, a.traits.GetOrDefault<IProvideHazard>() );
}
public float GetSpeedModifier(int2 p, Actor forActor)
{
return 1f;
}
public float GetCost(int2 p, Actor forActor)
{
//System.Console.WriteLine("GetCost for {0}", forActor.Info.Name);
var avoid = forActor.traits.WithInterface<IAvoidHazard>().Select(h => h.Type).ToList();
var intensity = hazards[p.X,p.Y].Aggregate(1f,(a,b) => a + (avoid.Contains(b.Second.type) ? b.Second.intensity : 0f));
//System.Console.WriteLine("Avoid {0} cost {1}", avoid.Aggregate("",(a,b) => a+","+b), intensity);
return intensity;
}
public void Add( Actor self, IProvideHazard hazard )
{
//System.Console.WriteLine("Adding hazard {0}", self.Info.Name);
foreach( var h in hazard.HazardCells(self) )
{
// System.Console.WriteLine("\t{0} {1} {2}", h.location, h.type, h.intensity);
hazards[h.location.X, h.location.Y].Add(Pair.New(self, h));
}
}
public void Remove( Actor self, IProvideHazard hazard )
{
if (hazard != null)
foreach (var h in hazard.HazardCells(self))
hazards[h.location.X, h.location.Y].Remove(Pair.New(self,h));
}
public void Update(Actor self, IProvideHazard hazard)
{
Remove(self, hazard);
if (!self.IsDead) Add(self, hazard);
}
public struct Hazard
{
public int2 location;
public string type;
public float intensity;
}
}
}