コード例 #1
0
        static bool CanUseExit(Actor self, ActorInfo producee, ExitInfo s)
        {
            var mobileInfo = producee.Traits.GetOrDefault <MobileInfo>();

            return(mobileInfo == null ||
                   mobileInfo.CanEnterCell(self.World, self.Owner, self.Location + s.ExitCell, self, true));
        }
コード例 #2
0
        public void DoProduction(Actor self, ActorInfo producee, ExitInfo exitinfo, string raceVariant)
        {
            var exit  = self.Location + exitinfo.ExitCell;
            var spawn = self.CenterPosition + exitinfo.SpawnOffset;
            var to    = self.World.Map.CenterOfCell(exit);

            var fi            = producee.Traits.Get <IFacingInfo>();
            var initialFacing = exitinfo.Facing < 0 ? Util.GetFacing(to - spawn, fi.GetInitialFacing()) : exitinfo.Facing;

            var exitLocation = rp.Value != null ? rp.Value.Location : exit;
            var target       = Target.FromCell(self.World, exitLocation);

            self.World.AddFrameEndTask(w =>
            {
                var td = new TypeDictionary
                {
                    new OwnerInit(self.Owner),
                    new LocationInit(exit),
                    new CenterPositionInit(spawn),
                    new FacingInit(initialFacing)
                };

                if (raceVariant != null)
                {
                    td.Add(new RaceInit(raceVariant));
                }

                var newUnit = self.World.CreateActor(producee.Name, td);

                var move = newUnit.TraitOrDefault <IMove>();
                if (move != null)
                {
                    if (exitinfo.MoveIntoWorld)
                    {
                        newUnit.QueueActivity(move.MoveIntoWorld(newUnit, exit));
                        newUnit.QueueActivity(new AttackMove.AttackMoveActivity(
                                                  newUnit, move.MoveTo(exitLocation, 1)));
                    }
                }

                newUnit.SetTargetLine(target, rp.Value != null ? Color.Red : Color.Green, false);

                if (!self.IsDead())
                {
                    foreach (var t in self.TraitsImplementing <INotifyProduction>())
                    {
                        t.UnitProduced(self, newUnit, exit);
                    }
                }
            });
        }
コード例 #3
0
ファイル: Production.cs プロジェクト: wytsep/OpenRA
        static bool CanUseExit(Actor self, ActorInfo producee, ExitInfo s)
        {
            var mobileInfo = producee.Traits.GetOrDefault <MobileInfo>();

            foreach (var blocker in self.World.ActorMap.GetUnitsAt(self.Location + s.ExitCell))
            {
                // Notify the blocker that he's blocking our move:
                foreach (var moveBlocked in blocker.TraitsImplementing <INotifyBlockingMove>())
                {
                    moveBlocked.OnNotifyBlockingMove(blocker, self);
                }
            }

            return(mobileInfo == null ||
                   mobileInfo.CanEnterCell(self.World, self, self.Location + s.ExitCell, self));
        }
コード例 #4
0
        public void DoProduction(Actor self, ActorInfo producee, ExitInfo exitinfo)
        {
            var exit  = self.Location + exitinfo.ExitCell;
            var spawn = self.CenterPosition + exitinfo.SpawnOffset;
            var to    = exit.CenterPosition;

            var fi            = producee.Traits.Get <IFacingInfo>();
            var initialFacing = exitinfo.Facing < 0 ? Util.GetFacing(to - spawn, fi.GetInitialFacing()) : exitinfo.Facing;

            var exitLocation = rp.Value != null ? rp.Value.rallyPoint : exit;
            var target       = Target.FromCell(exitLocation);
            var nearEnough   = rp.Value != null?WRange.FromCells(rp.Value.nearEnough) : WRange.Zero;

            self.World.AddFrameEndTask(w =>
            {
                var newUnit = self.World.CreateActor(producee.Name, new TypeDictionary
                {
                    new OwnerInit(self.Owner),
                    new LocationInit(exit),
                    new CenterPositionInit(spawn),
                    new FacingInit(initialFacing)
                });

                var move = newUnit.TraitOrDefault <IMove>();
                if (move != null)
                {
                    if (exitinfo.MoveIntoWorld)
                    {
                        newUnit.QueueActivity(move.MoveIntoWorld(newUnit, exit));

                        newUnit.QueueActivity(new AttackMove.AttackMoveActivity(
                                                  newUnit, move.MoveWithinRange(target, nearEnough)));
                    }
                }

                newUnit.SetTargetLine(target, Color.Green, false);

                if (!self.IsDead())
                {
                    foreach (var t in self.TraitsImplementing <INotifyProduction>())
                    {
                        t.UnitProduced(self, newUnit, exit);
                    }
                }
            });
        }
コード例 #5
0
        public void DoProduction(Actor self, ActorInfo producee, ExitInfo exitinfo)
        {
            var newUnit = self.World.CreateActor(false, producee.Name, new TypeDictionary
            {
                new OwnerInit(self.Owner),
            });

            var exit  = self.Location + exitinfo.ExitCell;
            var spawn = self.Trait <IHasLocation>().PxPosition + exitinfo.SpawnOffset;

            var teleportable = newUnit.Trait <ITeleportable>();
            var facing       = newUnit.TraitOrDefault <IFacing>();

            // Set the physical position of the unit as the exit cell
            teleportable.SetPosition(newUnit, exit);
            var to = Util.CenterOfCell(exit);

            teleportable.AdjustPxPosition(newUnit, spawn);
            if (facing != null)
            {
                facing.Facing = exitinfo.Facing < 0 ? Util.GetFacing(to - spawn, facing.Facing) : exitinfo.Facing;
            }
            self.World.Add(newUnit);

            var mobile = newUnit.TraitOrDefault <Mobile>();

            if (mobile != null)
            {
                // Animate the spawn -> exit transition
                var speed  = mobile.MovementSpeedForCell(newUnit, exit);
                var length = speed > 0 ? (int)((to - spawn).Length * 3 / speed) : 0;
                newUnit.QueueActivity(new Drag(spawn, to, length));
            }

            var target = MoveToRallyPoint(self, newUnit, exit);

            newUnit.SetTargetLine(Target.FromCell(target), Color.Green, false);
            foreach (var t in self.TraitsImplementing <INotifyProduction>())
            {
                t.UnitProduced(self, newUnit, exit);
            }
        }
コード例 #6
0
ファイル: Production.cs プロジェクト: xbayrockx/OpenRA
        public void DoProduction(Actor self, ActorInfo producee, ExitInfo exitinfo)
        {
            var exit  = self.Location + exitinfo.ExitCellVector;
            var spawn = self.CenterPosition + exitinfo.SpawnOffsetVector;
            var to    = exit.CenterPosition;

            var fi            = producee.Traits.Get <IFacingInfo>();
            var initialFacing = exitinfo.Facing < 0 ? Util.GetFacing(to - spawn, fi.GetInitialFacing()) : exitinfo.Facing;

            var newUnit = self.World.CreateActor(producee.Name, new TypeDictionary
            {
                new OwnerInit(self.Owner),
                new LocationInit(exit),
                new FacingInit(initialFacing)
            });

            // TODO: Move this into an *Init
            // TODO: We should be adjusting the actual position for aircraft, not just visuals.
            var teleportable = newUnit.Trait <IPositionable>();

            teleportable.SetVisualPosition(newUnit, spawn);

            // TODO: Generalize this for non-mobile (e.g. aircraft) too
            // Remember to update the Enter activity too
            var mobile = newUnit.TraitOrDefault <Mobile>();

            if (mobile != null)
            {
                // Animate the spawn -> exit transition
                var speed  = mobile.MovementSpeedForCell(newUnit, exit);
                var length = speed > 0 ? (to - spawn).Length / speed : 0;
                newUnit.QueueActivity(new Drag(spawn, to, length));
            }

            var target = MoveToRallyPoint(self, newUnit, exit);

            newUnit.SetTargetLine(Target.FromCell(target), Color.Green, false);
            foreach (var t in self.TraitsImplementing <INotifyProduction>())
            {
                t.UnitProduced(self, newUnit, exit);
            }
        }