Refactored IQuantizeBodyOrientation implementation

Moved BodyOrientation and related interfaces from Game to Mods.Common.
Introduced QuantizeFacingsFromSequence trait.
With*Body render traits no longer implement IQuantizeBodyOrientation
themselves.
This commit is contained in:
reaperrr
2015-07-13 01:36:42 +02:00
parent 1d3cfcf378
commit 006e66a3c3
17 changed files with 83 additions and 67 deletions

View File

@@ -191,7 +191,6 @@
<Compile Include="Graphics\VoxelRenderer.cs" />
<Compile Include="Graphics\VoxelLoader.cs" />
<Compile Include="Graphics\VoxelProvider.cs" />
<Compile Include="Traits\BodyOrientation.cs" />
<Compile Include="Graphics\VoxelAnimation.cs" />
<Compile Include="Traits\Player\FrozenActorLayer.cs" />
<Compile Include="Graphics\Theater.cs" />

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@@ -308,22 +308,6 @@ namespace OpenRA.Traits
public interface IPostRenderSelection { IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr); }
public interface IBodyOrientation
{
WAngle CameraPitch { get; }
int QuantizedFacings { get; }
WVec LocalToWorld(WVec vec);
WRot QuantizeOrientation(Actor self, WRot orientation);
}
public interface IBodyOrientationInfo : ITraitInfo
{
WVec LocalToWorld(WVec vec);
WRot QuantizeOrientation(WRot orientation, int facings);
}
public interface IQuantizeBodyOrientationInfo { int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction); }
public interface ITargetableInfo
{
string[] GetTargetTypes();

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@@ -27,11 +27,6 @@ namespace OpenRA.Mods.Cnc.Traits
[SequenceReference] public readonly string WakeRightSequence = "wake-right";
public override object Create(ActorInitializer init) { return new WithGunboatBody(init, this); }
public override int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction)
{
return 2;
}
}
class WithGunboatBody : WithSpriteBody, ITick

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@@ -12,6 +12,7 @@ using System.Collections.Generic;
using System.Drawing;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Effects

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@@ -398,6 +398,8 @@
<Compile Include="Traits\ProvidesRadar.cs" />
<Compile Include="Traits\ProximityCaptor.cs" />
<Compile Include="Traits\ProximityCapturable.cs" />
<Compile Include="Traits\BodyOrientation.cs" />
<Compile Include="Traits\QuantizeFacingsFromSequence.cs" />
<Compile Include="Traits\RadarColorFromTerrain.cs" />
<Compile Include="Traits\Render\AutoSelectionSize.cs" />
<Compile Include="Traits\Render\Hovers.cs" />

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@@ -9,8 +9,11 @@
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Traits
namespace OpenRA.Mods.Common.Traits
{
public class BodyOrientationInfo : ITraitInfo, IBodyOrientationInfo
{
@@ -70,8 +73,12 @@ namespace OpenRA.Traits
return info.QuantizedFacings;
var qboi = self.Info.Traits.GetOrDefault<IQuantizeBodyOrientationInfo>();
if (qboi == null)
throw new InvalidOperationException("Actor type '" + self.Info.Name + "' does not define a quantized body orientation.");
var isb = self.HasTrait<ISpriteBody>();
// If a sprite actor has neither custom QuantizedFacings nor a trait implementing IQuantizeBodyOrientationInfo, throw
if (qboi == null && isb)
throw new InvalidOperationException("Actor" + self.Info.Name + "has a sprite body but no facing quantization."
+ " Either add the QuantizeFacingsFromSequence trait or set custom QuantizedFacings on BodyOrientation.");
return qboi.QuantizedBodyFacings(self.Info, self.World.Map.SequenceProvider, faction);
});

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@@ -0,0 +1,43 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Derive facings from sprite body sequence.")]
public class QuantizeFacingsFromSequenceInfo : UpgradableTraitInfo, IQuantizeBodyOrientationInfo, Requires<RenderSpritesInfo>
{
[Desc("Defines sequence to derive facings from."), SequenceReference]
public readonly string Sequence = "idle";
public int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race)
{
if (string.IsNullOrEmpty(Sequence))
throw new InvalidOperationException("Actor " + ai.Name + " is missing sequence to quantize facings from.");
var rsi = ai.Traits.Get<RenderSpritesInfo>();
return sequenceProvider.GetSequence(rsi.GetImage(ai, sequenceProvider, race), Sequence).Facings;
}
public override object Create(ActorInitializer init) { return new QuantizeFacingsFromSequence(this); }
}
public class QuantizeFacingsFromSequence : UpgradableTrait<QuantizeFacingsFromSequenceInfo>
{
public QuantizeFacingsFromSequence(QuantizeFacingsFromSequenceInfo info)
: base(info) { }
}
}

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@@ -17,7 +17,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Basic render trait for immobile actors. Deprecated, use RenderSprites + WithSpriteBody instead.")]
public class RenderSimpleInfo : RenderSpritesInfo, IRenderActorPreviewSpritesInfo, IQuantizeBodyOrientationInfo, Requires<IBodyOrientationInfo>
public class RenderSimpleInfo : RenderSpritesInfo, IRenderActorPreviewSpritesInfo, Requires<IBodyOrientationInfo>
{
[SequenceReference] public readonly string Sequence = "idle";
@@ -33,11 +33,6 @@ namespace OpenRA.Mods.Common.Traits
yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
}
public virtual int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction)
{
return sequenceProvider.GetSequence(GetImage(ai, sequenceProvider, faction), Sequence).Facings;
}
}
public class RenderSimple : RenderSprites, IAutoSelectionSize

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@@ -18,7 +18,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Renders crates with both water and land variants.")]
class WithCrateBodyInfo : ITraitInfo, Requires<RenderSpritesInfo>, IQuantizeBodyOrientationInfo, IRenderActorPreviewSpritesInfo
class WithCrateBodyInfo : ITraitInfo, Requires<RenderSpritesInfo>, IRenderActorPreviewSpritesInfo
{
[Desc("Easteregg sequences to use in december.")]
public readonly string[] XmasImages = { };
@@ -35,8 +35,6 @@ namespace OpenRA.Mods.Common.Traits
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), IdleSequence));
yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
}
public int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction) { return 1; }
}
class WithCrateBody : INotifyParachuteLanded

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@@ -30,12 +30,6 @@ namespace OpenRA.Mods.Common.Traits
yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
}
public override int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction)
{
var rsi = ai.Traits.Get<RenderSpritesInfo>();
return sequenceProvider.GetSequence(rsi.GetImage(ai, sequenceProvider, faction), Sequence).Facings;
}
}
public class WithFacingSpriteBody : WithSpriteBody

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@@ -16,8 +16,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class WithInfantryBodyInfo : UpgradableTraitInfo, IQuantizeBodyOrientationInfo, IRenderActorPreviewSpritesInfo,
Requires<IMoveInfo>, Requires<RenderSpritesInfo>
public class WithInfantryBodyInfo : UpgradableTraitInfo, IRenderActorPreviewSpritesInfo, Requires<IMoveInfo>, Requires<RenderSpritesInfo>
{
public readonly int MinIdleWaitTicks = 30;
public readonly int MaxIdleWaitTicks = 110;
@@ -40,12 +39,6 @@ namespace OpenRA.Mods.Common.Traits
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), StandSequences.First()));
yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
}
public int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction)
{
var rsi = ai.Traits.Get<RenderSpritesInfo>();
return sequenceProvider.GetSequence(rsi.GetImage(ai, sequenceProvider, faction), StandSequences.First()).Facings;
}
}
public class WithInfantryBody : UpgradableTrait<WithInfantryBodyInfo>, ITick, INotifyAttack, INotifyIdle, INotifyCreated

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@@ -17,8 +17,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Default trait for rendering sprite-based actors.")]
public class WithSpriteBodyInfo : UpgradableTraitInfo, IRenderActorPreviewSpritesInfo, IQuantizeBodyOrientationInfo,
Requires<RenderSpritesInfo>
public class WithSpriteBodyInfo : UpgradableTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>
{
[Desc("Animation to play when the actor is created.")]
[SequenceReference] public readonly string StartSequence = null;
@@ -35,11 +34,6 @@ namespace OpenRA.Mods.Common.Traits
yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
}
public virtual int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction)
{
return 1;
}
}
public class WithSpriteBody : UpgradableTrait<WithSpriteBodyInfo>, ISpriteBody, INotifyDamageStateChanged

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@@ -18,7 +18,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Also returns a default selection size that is calculated automatically from the voxel dimensions.")]
public class WithVoxelBodyInfo : ITraitInfo, IQuantizeBodyOrientationInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>
public class WithVoxelBodyInfo : ITraitInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>
{
public readonly string Sequence = "idle";
@@ -33,8 +33,6 @@ namespace OpenRA.Mods.Common.Traits
() => bodyOrientation,
() => false, () => 0);
}
public int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction) { return 0; }
}
public class WithVoxelBody : IAutoSelectionSize

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@@ -25,6 +25,25 @@ namespace OpenRA.Mods.Common.Traits
void PlayCustomAnimationBackwards(Actor self, string name, Action after);
}
public interface IBodyOrientation
{
WAngle CameraPitch { get; }
int QuantizedFacings { get; }
WVec LocalToWorld(WVec vec);
WRot QuantizeOrientation(Actor self, WRot orientation);
}
public interface IBodyOrientationInfo : ITraitInfo
{
WVec LocalToWorld(WVec vec);
WRot QuantizeOrientation(WRot orientation, int facings);
}
public interface IQuantizeBodyOrientationInfo : ITraitInfo
{
int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race);
}
public interface INotifyResourceClaimLost
{
void OnNotifyResourceClaimLost(Actor self, ResourceClaim claim, Actor claimer);

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@@ -18,7 +18,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.TS.Traits
{
public class WithVoxelUnloadBodyInfo : ITraitInfo, IQuantizeBodyOrientationInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>
public class WithVoxelUnloadBodyInfo : ITraitInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>
{
[Desc("Voxel sequence name to use when docked to a refinery.")]
public readonly string UnloadSequence = "unload";
@@ -36,8 +36,6 @@ namespace OpenRA.Mods.TS.Traits
() => new[] { body.QuantizeOrientation(orientation, facings) },
() => false, () => 0);
}
public int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction) { return 0; }
}
public class WithVoxelUnloadBody : IAutoSelectionSize

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@@ -16,12 +16,10 @@ using OpenRA.Traits;
namespace OpenRA.Mods.TS.Traits
{
public class WithVoxelWalkerBodyInfo : ITraitInfo, IQuantizeBodyOrientationInfo, Requires<RenderVoxelsInfo>, Requires<IMoveInfo>
public class WithVoxelWalkerBodyInfo : ITraitInfo, Requires<RenderVoxelsInfo>, Requires<IMoveInfo>
{
public readonly int TickRate = 5;
public object Create(ActorInitializer init) { return new WithVoxelWalkerBody(init.Self, this); }
public int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction) { return 0; }
}
public class WithVoxelWalkerBody : IAutoSelectionSize, ITick

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@@ -18,7 +18,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.TS.Traits
{
public class WithVoxelWaterBodyInfo : ITraitInfo, IQuantizeBodyOrientationInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>
public class WithVoxelWaterBodyInfo : ITraitInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>
{
public readonly string WaterSequence = "water";
public readonly string LandSequence = "idle";
@@ -41,8 +41,6 @@ namespace OpenRA.Mods.TS.Traits
() => new[] { body.QuantizeOrientation(orientation, facings) },
() => false, () => 0);
}
public int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction) { return 0; }
}
public class WithVoxelWaterBody : IAutoSelectionSize