Files
OpenRA/OpenRa.Game/Traits/Mobile.cs
2009-10-27 08:22:54 +13:00

326 lines
8.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.GameRules;
using OpenRa.Game.Graphics;
namespace OpenRa.Game.Traits
{
class Mobile : ITick, IOrder
{
public Actor self;
public int2 fromCell;
public int2 toCell { get { return self.Location; } set { self.Location = value; } }
public int facing;
public int Voice = Game.CosmeticRandom.Next(2);
CurrentActivity currentActivity;
public Mobile(Actor self)
{
this.self = self;
fromCell = toCell;
}
public void QueueActivity( CurrentActivity nextActivity )
{
if( currentActivity == null )
{
currentActivity = nextActivity;
return;
}
var act = currentActivity;
while( act.NextActivity != null )
{
act = act.NextActivity;
}
act.NextActivity = nextActivity;
}
public void Tick(Actor self)
{
if( currentActivity != null )
currentActivity.Tick( self, this );
else
fromCell = toCell;
}
public Order Order(Actor self, int2 xy, bool lmb, Actor underCursor)
{
if( lmb ) return null;
if( underCursor != null )
return null;
if (xy != toCell)
return new MoveOrder(self, xy);
return null;
}
public void Cancel(Actor self)
{
if (currentActivity != null)
currentActivity.Cancel(self, this);
}
public IEnumerable<int2> OccupiedCells()
{
return new[] { fromCell, toCell };
}
public UnitMovementType GetMovementType()
{
var vi = self.unitInfo as UnitInfo.VehicleInfo;
if (vi == null) return UnitMovementType.Foot;
if (vi.WaterBound) return UnitMovementType.Float;
return vi.Tracked ? UnitMovementType.Track : UnitMovementType.Wheel;
}
public interface CurrentActivity
{
CurrentActivity NextActivity { get; set; }
void Tick( Actor self, Mobile mobile );
void Cancel( Actor self, Mobile mobile );
}
public class Turn : CurrentActivity
{
public CurrentActivity NextActivity { get; set; }
public int desiredFacing;
public Turn( int desiredFacing )
{
this.desiredFacing = desiredFacing;
}
public void Tick( Actor self, Mobile mobile )
{
if( desiredFacing == mobile.facing )
{
mobile.currentActivity = NextActivity;
if( NextActivity != null )
NextActivity.Tick( self, mobile );
return;
}
Util.TickFacing( ref mobile.facing, desiredFacing, self.unitInfo.ROT );
}
public void Cancel( Actor self, Mobile mobile )
{
desiredFacing = mobile.facing;
NextActivity = null;
}
}
public class MoveTo : CurrentActivity
{
public CurrentActivity NextActivity { get; set; }
int2? destination;
public List<int2> path;
Func<Actor, Mobile, List<int2>> getPath;
MovePart move;
public MoveTo( int2 destination )
{
this.getPath = (self, mobile) => Game.pathFinder.FindUnitPath(self.Location, destination,
mobile.GetMovementType());
this.destination = destination;
}
public MoveTo(Actor target, int range)
{
this.getPath = (self, mobile) => Game.pathFinder.FindUnitPathToRange(
self.Location, target.Location,
mobile.GetMovementType(), range);
this.destination = null;
}
static bool CanEnterCell(int2 c, Actor self)
{
var u = Game.UnitInfluence.GetUnitAt(c);
return u == null || u == self;
}
public void Tick( Actor self, Mobile mobile )
{
if( move != null )
{
move.TickMove( self, mobile, this );
return;
}
if( destination == self.Location )
{
mobile.currentActivity = NextActivity;
return;
}
if( path == null ) path = getPath(self, mobile);
if (path.Count == 0)
{
destination = mobile.toCell;
return;
}
else
destination = path[0];
var nextCell = path[ path.Count - 1 ];
int2 dir = nextCell - mobile.fromCell;
var firstFacing = Util.GetFacing( dir, mobile.facing );
if( firstFacing != mobile.facing )
mobile.currentActivity = new Turn( firstFacing ) { NextActivity = this };
else
{
if (!CanEnterCell(nextCell, self)) return; /* todo: repath, sometimes */
mobile.toCell = nextCell;
path.RemoveAt( path.Count - 1 );
move = new MoveFirstHalf(
CenterOfCell( mobile.fromCell ),
BetweenCells( mobile.fromCell, mobile.toCell ),
mobile.facing,
mobile.facing,
0 );
Game.UnitInfluence.Update(mobile);
}
mobile.currentActivity.Tick( self, mobile );
}
static float2 CenterOfCell( int2 loc )
{
return new float2( 12, 12 ) + Game.CellSize * (float2)loc;
}
static float2 BetweenCells( int2 from, int2 to )
{
return 0.5f * ( CenterOfCell( from ) + CenterOfCell( to ) );
}
abstract class MovePart
{
public readonly float2 from, to;
public readonly int fromFacing, toFacing;
public int moveFraction;
public readonly int moveFractionTotal;
public MovePart( float2 from, float2 to, int fromFacing, int toFacing, int startingFraction )
{
this.from = from;
this.to = to;
this.fromFacing = fromFacing;
this.toFacing = toFacing;
this.moveFraction = startingFraction;
this.moveFractionTotal = (int)( to - from ).Length * ( 25 / 6 );
}
public void TickMove( Actor self, Mobile mobile, MoveTo parent )
{
var oldFraction = moveFraction;
var oldTotal = moveFractionTotal;
moveFraction += ( self.unitInfo as UnitInfo.MobileInfo ).Speed;
UpdateCenterLocation( self, mobile );
if( moveFraction >= moveFractionTotal )
{
parent.move = OnComplete( self, mobile, parent );
if( parent.move == null )
UpdateCenterLocation( self, mobile );
}
}
void UpdateCenterLocation( Actor self, Mobile mobile )
{
var frac = (float)moveFraction / moveFractionTotal;
self.CenterLocation = float2.Lerp( from, to, frac );
if( moveFraction >= moveFractionTotal )
mobile.facing = toFacing & 0xFF;
else
mobile.facing = ( fromFacing + ( toFacing - fromFacing ) * moveFraction / moveFractionTotal ) & 0xFF;
}
protected abstract MovePart OnComplete( Actor self, Mobile mobile, MoveTo parent );
}
class MoveFirstHalf : MovePart
{
public MoveFirstHalf( float2 from, float2 to, int fromFacing, int toFacing, int startingFraction )
: base( from, to, fromFacing, toFacing, startingFraction )
{
}
protected override MovePart OnComplete( Actor self, Mobile mobile, MoveTo parent )
{
if( parent.path.Count > 0 )
{
var nextCell = parent.path[ parent.path.Count - 1 ];
if( ( nextCell - mobile.toCell ) != ( mobile.toCell - mobile.fromCell ) )
{
if( CanEnterCell( nextCell, self ) )
{
parent.path.RemoveAt( parent.path.Count - 1 );
var ret = new MoveFirstHalf(
BetweenCells( mobile.fromCell, mobile.toCell ),
BetweenCells( mobile.toCell, nextCell ),
mobile.facing,
Util.GetNearestFacing( mobile.facing, Util.GetFacing( nextCell - mobile.toCell, mobile.facing ) ),
moveFraction - moveFractionTotal );
mobile.fromCell = mobile.toCell;
mobile.toCell = nextCell;
Game.UnitInfluence.Update( mobile );
return ret;
}
}
}
var ret2 = new MoveSecondHalf(
BetweenCells( mobile.fromCell, mobile.toCell ),
CenterOfCell( mobile.toCell ),
mobile.facing,
mobile.facing,
moveFraction - moveFractionTotal );
mobile.fromCell = mobile.toCell;
return ret2;
}
}
class MoveSecondHalf : MovePart
{
public MoveSecondHalf( float2 from, float2 to, int fromFacing, int toFacing, int startingFraction )
: base( from, to, fromFacing, toFacing, startingFraction )
{
}
protected override MovePart OnComplete( Actor self, Mobile mobile, MoveTo parent )
{
self.CenterLocation = CenterOfCell( mobile.toCell );
mobile.fromCell = mobile.toCell;
return null;
}
}
public void Cancel( Actor self, Mobile mobile )
{
path.Clear();
NextActivity = null;
}
}
public IEnumerable<int2> GetCurrentPath()
{
var move = currentActivity as MoveTo;
if (move == null || move.path == null) return new int2[] { };
return Enumerable.Reverse(move.path);
}
}
}