Esempio n. 1
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 public HarvesterTraitWrapper(Actor actor)
 {
     Actor         = actor;
     Harvester     = actor.Trait <Harvester>();
     Parachutable  = actor.TraitOrDefault <Parachutable>();
     LocomotorInfo = actor.Info.TraitInfo <MobileInfo>().LocomotorInfo;
 }
			internal WorldMovementInfo(World world, LocomotorInfo info)
			{
				// PERF: This struct allows us to cache the terrain info for the tileset used by the world.
				// This allows us to speed up some performance-sensitive pathfinding calculations.
				World = world;
				TerrainInfos = info.TilesetTerrainInfo[world.Map.Rules.TileSet];
			}
        public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
        {
            var locomotorInfos = rules.Actors["world"].TraitInfos <LocomotorInfo>();

            LocomotorInfo = locomotorInfos.FirstOrDefault(li => li.Name == Locomotor);
            if (LocomotorInfo == null)
            {
                throw new YamlException("A locomotor named '{0}' doesn't exist.".F(Locomotor));
            }
            else if (locomotorInfos.Count(li => li.Name == Locomotor) > 1)
            {
                throw new YamlException("There is more than one locomotor named '{0}'.".F(Locomotor));
            }

            base.RulesetLoaded(rules, ai);
        }
Esempio n. 4
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        bool ValidTransitionCell(CPos cell, LocomotorInfo li)
        {
            var terrainType = map.GetTerrainInfo(cell).Type;
            var sli         = (SubterraneanLocomotorInfo)li;

            if (!sli.SubterraneanTransitionTerrainTypes.Contains(terrainType) && sli.SubterraneanTransitionTerrainTypes.Any())
            {
                return(false);
            }

            if (sli.SubterraneanTransitionOnRamps)
            {
                return(true);
            }

            return(map.Ramp[cell] == 0);
        }
Esempio n. 5
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        bool ValidTransitionCell(CPos cell, LocomotorInfo li)
        {
            var terrainType = map.GetTerrainInfo(cell).Type;
            var jli         = (JumpjetLocomotorInfo)li;

            if (!jli.JumpjetTransitionTerrainTypes.Contains(terrainType) && jli.JumpjetTransitionTerrainTypes.Any())
            {
                return(false);
            }

            if (jli.JumpjetTransitionOnRamps)
            {
                return(true);
            }

            return(map.Ramp[cell] == 0);
        }
Esempio n. 6
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        public bool IsPassable(CPos p1, CPos p2, LocomotorInfo li)
        {
            // HACK: Work around units in other movement layers from being blocked
            // when the point in the main layer is not pathable
            if (p1.Layer != 0 || p2.Layer != 0)
            {
                return(true);
            }

            if (li.DisableDomainPassabilityCheck)
            {
                return(true);
            }

            var movementClass = li.GetMovementClass(tileSet);

            return(domainIndexes[movementClass].IsPassable(p1, p2));
        }
Esempio n. 7
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        public Locomotor(Actor self, LocomotorInfo info)
        {
            Info       = info;
            sharesCell = info.SharesCell;
            world      = self.World;

            var terrainInfo = world.Map.Rules.TerrainInfo;

            terrainInfos = new LocomotorInfo.TerrainInfo[terrainInfo.TerrainTypes.Length];
            for (var i = 0; i < terrainInfos.Length; i++)
            {
                if (!info.TerrainSpeeds.TryGetValue(terrainInfo.TerrainTypes[i].Type, out terrainInfos[i]))
                {
                    terrainInfos[i] = LocomotorInfo.TerrainInfo.Impassable;
                }
            }

            MovementClass = (uint)terrainInfos.Select(ti => ti.Cost < short.MaxValue).ToBits();
        }
Esempio n. 8
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        public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
        {
            var locomotorInfos = rules.Actors[SystemActors.World].TraitInfos <LocomotorInfo>();

            LocomotorInfo = locomotorInfos.FirstOrDefault(li => li.Name == Locomotor);
            if (LocomotorInfo == null)
            {
                throw new YamlException($"A locomotor named '{Locomotor}' doesn't exist.");
            }
            else if (locomotorInfos.Count(li => li.Name == Locomotor) > 1)
            {
                throw new YamlException($"There is more than one locomotor named '{Locomotor}'.");
            }

            // We need to reset the reference to the locomotor between each worlds, otherwise we are reference the previous state.
            locomotor = null;

            base.RulesetLoaded(rules, ai);
        }
        bool ValidTransitionCell(CPos cell, LocomotorInfo li)
        {
            var terrainType = map.GetTerrainInfo(cell).Type;
            var sli         = (SubterraneanLocomotorInfo)li;

            if (!sli.SubterraneanTransitionTerrainTypes.Contains(terrainType) && sli.SubterraneanTransitionTerrainTypes.Any())
            {
                return(false);
            }

            if (sli.SubterraneanTransitionOnRamps)
            {
                return(true);
            }

            var tile = map.Tiles[cell];
            var ti   = map.Rules.TileSet.GetTileInfo(tile);

            return(ti == null || ti.RampType == 0);
        }
Esempio n. 10
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 bool ICustomMovementLayer.EnabledForActor(ActorInfo a, LocomotorInfo li)
 {
     return(enabled);
 }
		public Locomotor(Actor self, LocomotorInfo info)
		{
			Info = info;
		}
 public MoveOrderTargeter(Actor self, Mobile unit)
 {
     mobile        = unit;
     locomotorInfo = mobile.Info.LocomotorInfo;
     rejectMove    = !self.AcceptsOrder("Move");
 }
        short ICustomMovementLayer.ExitMovementCost(LocomotorInfo li, CPos cell)
        {
            var sli = (SubterraneanLocomotorInfo)li;

            return(ValidTransitionCell(cell, sli) ? sli.SubterraneanTransitionCost : PathGraph.MovementCostForUnreachableCell);
        }
Esempio n. 14
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 bool ICustomMovementLayer.EnabledForLocomotor(LocomotorInfo li)
 {
     return(li is JumpjetLocomotorInfo);
 }
Esempio n. 15
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 int ICustomMovementLayer.ExitMovementCost(ActorInfo a, LocomotorInfo li, CPos cell)
 {
     return(ends.Contains(cell) ? 0 : int.MaxValue);
 }
Esempio n. 16
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 public Locomotor(Actor self, LocomotorInfo info)
 {
     Info       = info;
     sharesCell = info.SharesCell;
 }
Esempio n. 17
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        int ICustomMovementLayer.ExitMovementCost(ActorInfo a, LocomotorInfo li, CPos cell)
        {
            var sli = (SubterraneanLocomotorInfo)li;

            return(ValidTransitionCell(cell, sli) ? sli.SubterraneanTransitionCost : int.MaxValue);
        }
Esempio n. 18
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 bool ICustomMovementLayer.EnabledForActor(ActorInfo a, LocomotorInfo li)
 {
     return(li is SubterraneanLocomotorInfo);
 }
Esempio n. 19
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        short ICustomMovementLayer.ExitMovementCost(LocomotorInfo li, CPos cell)
        {
            var jli = (JumpjetLocomotorInfo)li;

            return(ValidTransitionCell(cell, jli) ? jli.JumpjetTransitionCost : PathGraph.MovementCostForUnreachableCell);
        }
Esempio n. 20
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        int ICustomMovementLayer.ExitMovementCost(ActorInfo a, LocomotorInfo li, CPos cell)
        {
            var jli = (JumpjetLocomotorInfo)li;

            return(ValidTransitionCell(cell, jli) ? jli.JumpjetTransitionCost : int.MaxValue);
        }
Esempio n. 21
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 int ICustomMovementLayer.EntryMovementCost(ActorInfo a, LocomotorInfo li, CPos cell)
 {
     return(portals.Contains(cell) ? 0 : int.MaxValue);
 }
Esempio n. 22
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 short ICustomMovementLayer.ExitMovementCost(LocomotorInfo li, CPos cell)
 {
     return(ends.Contains(cell) ? (short)0 : PathGraph.MovementCostForUnreachableCell);
 }