Merge pull request #11004 from obrakmann/pr10266_paradrop-production

Paradrop Production
This commit is contained in:
abcdefg30
2016-04-02 13:00:47 +02:00
11 changed files with 189 additions and 12 deletions

View File

@@ -22,8 +22,8 @@ namespace OpenRA.Mods.Cnc.Traits
public class ProductionAirdropInfo : ProductionInfo
{
public readonly string ReadyAudio = "Reinforce";
[Desc("Cargo aircraft used.")]
[ActorReference] public readonly string ActorType = "c17";
[Desc("Cargo aircraft used for delivery. Must have the `Aircraft` trait.")]
[ActorReference(typeof(AircraftInfo))] public readonly string ActorType = "c17";
public override object Create(ActorInitializer init) { return new ProductionAirdrop(init, this); }
}

View File

@@ -21,15 +21,17 @@ namespace OpenRA.Mods.Common.Activities
readonly IPositionable pos;
readonly ParachutableInfo para;
readonly WVec fallVector;
readonly Actor ignore;
WPos dropPosition;
WPos currentPosition;
bool triggered = false;
public Parachute(Actor self, WPos dropPosition)
public Parachute(Actor self, WPos dropPosition, Actor ignoreActor = null)
{
um = self.TraitOrDefault<UpgradeManager>();
pos = self.TraitOrDefault<IPositionable>();
ignore = ignoreActor;
// Parachutable trait is a prerequisite for running this activity
para = self.Info.TraitInfo<ParachutableInfo>();
@@ -61,7 +63,7 @@ namespace OpenRA.Mods.Common.Activities
um.RevokeUpgrade(self, u, this);
foreach (var npl in self.TraitsImplementing<INotifyParachuteLanded>())
npl.OnLanded();
npl.OnLanded(ignore);
return NextActivity;
}

View File

@@ -400,6 +400,8 @@
<Compile Include="Traits\Power\RequiresPower.cs" />
<Compile Include="Traits\Power\ScalePowerWithHealth.cs" />
<Compile Include="Traits\Production.cs" />
<Compile Include="Traits\ProductionFromMapEdge.cs" />
<Compile Include="Traits\ProductionParadrop.cs" />
<Compile Include="Traits\ProductionQueueFromSelection.cs" />
<Compile Include="Traits\ProvidesRadar.cs" />
<Compile Include="Traits\ProximityCaptor.cs" />

View File

@@ -69,7 +69,7 @@ namespace OpenRA.Mods.Common.Traits
OnCrushInner(crusher);
}
public void OnLanded()
void INotifyParachuteLanded.OnLanded(Actor ignore)
{
// Check whether the crate landed on anything
var landedOn = self.World.ActorMap.GetActorsAt(self.Location)

View File

@@ -9,6 +9,7 @@
*/
#endregion
using System.Linq;
using OpenRA.Mods.Common.Effects;
using OpenRA.Traits;
@@ -54,7 +55,7 @@ namespace OpenRA.Mods.Common.Traits
positionable = self.TraitOrDefault<IPositionable>();
}
public void OnLanded()
void INotifyParachuteLanded.OnLanded(Actor ignore)
{
if (!info.KilledOnImpassableTerrain)
return;
@@ -62,6 +63,9 @@ namespace OpenRA.Mods.Common.Traits
if (positionable.CanEnterCell(self.Location, self))
return;
if (ignore != null && self.World.ActorMap.GetActorsAt(self.Location).Any(a => a != ignore))
return;
var terrain = self.World.Map.GetTerrainInfo(self.Location);
var sound = terrain.IsWater ? info.WaterImpactSound : info.GroundImpactSound;

View File

@@ -42,7 +42,7 @@ namespace OpenRA.Mods.Common.Traits
Faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : init.Self.Owner.Faction.InternalName;
}
public void DoProduction(Actor self, ActorInfo producee, ExitInfo exitinfo, string factionVariant)
public virtual void DoProduction(Actor self, ActorInfo producee, ExitInfo exitinfo, string factionVariant)
{
var exit = CPos.Zero;
var exitLocation = CPos.Zero;

View File

@@ -11,11 +11,10 @@
using System.Drawing;
using OpenRA;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.D2k.Traits
namespace OpenRA.Mods.Common.Traits
{
[Desc("Produce a unit on the closest map edge cell and move into the world.")]
class ProductionFromMapEdgeInfo : ProductionInfo, UsesInit<ProductionSpawnLocationInit>

View File

@@ -0,0 +1,171 @@
#region Copyright & License Information
/*
* Copyright 2007-2016 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Drawing;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Deliver the unit in production via paradrop.")]
public class ProductionParadropInfo : ProductionInfo, Requires<ExitInfo>
{
[Desc("Cargo aircraft used. Must have Aircraft trait.")]
[ActorReference(typeof(AircraftInfo))] public readonly string ActorType = "badr";
[Desc("Sound to play when dropping the unit.")]
public readonly string ChuteSound = "chute1.aud";
[Desc("Notification to play when dropping the unit.")]
public readonly string ReadyAudio = null;
public override object Create(ActorInitializer init) { return new ProductionParadrop(init, this); }
}
class ProductionParadrop : Production
{
readonly Lazy<RallyPoint> rp;
public ProductionParadrop(ActorInitializer init, ProductionParadropInfo info)
: base(init, info)
{
rp = Exts.Lazy(() => init.Self.IsDead ? null : init.Self.TraitOrDefault<RallyPoint>());
}
public override bool Produce(Actor self, ActorInfo producee, string factionVariant)
{
var owner = self.Owner;
// Assume a single exit point for simplicity
var exit = self.Info.TraitInfos<ExitInfo>().First();
// Start a fixed distance away: the width of the map.
// This makes the production timing independent of spawnpoint
var dropPos = self.Location + exit.ExitCell;
var startPos = dropPos + new CVec(owner.World.Map.Bounds.Width, 0);
var endPos = new CPos(owner.World.Map.Bounds.Left - 5, dropPos.Y);
foreach (var notify in self.TraitsImplementing<INotifyDelivery>())
notify.IncomingDelivery(self);
var info = (ProductionParadropInfo)Info;
var actorType = info.ActorType;
owner.World.AddFrameEndTask(w =>
{
if (!self.IsInWorld || self.IsDead)
return;
var altitude = self.World.Map.Rules.Actors[actorType].TraitInfo<AircraftInfo>().CruiseAltitude;
var actor = w.CreateActor(actorType, new TypeDictionary
{
new CenterPositionInit(w.Map.CenterOfCell(startPos) + new WVec(WDist.Zero, WDist.Zero, altitude)),
new OwnerInit(owner),
new FacingInit(64)
});
actor.QueueActivity(new Fly(actor, Target.FromCell(w, dropPos)));
actor.QueueActivity(new CallFunc(() =>
{
if (!self.IsInWorld || self.IsDead)
return;
foreach (var cargo in self.TraitsImplementing<INotifyDelivery>())
cargo.Delivered(self);
self.World.AddFrameEndTask(ww => DoProduction(self, producee, exit, factionVariant));
Game.Sound.Play(info.ChuteSound, self.CenterPosition);
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", info.ReadyAudio, self.Owner.Faction.InternalName);
}));
actor.QueueActivity(new Fly(actor, Target.FromCell(w, endPos)));
actor.QueueActivity(new RemoveSelf());
});
return true;
}
public override void DoProduction(Actor self, ActorInfo producee, ExitInfo exitinfo, string factionVariant)
{
var exit = CPos.Zero;
var exitLocation = CPos.Zero;
var target = Target.Invalid;
var info = (ProductionParadropInfo)Info;
var actorType = info.ActorType;
var bi = producee.TraitInfoOrDefault<BuildableInfo>();
if (bi != null && bi.ForceFaction != null)
factionVariant = bi.ForceFaction;
var altitude = self.World.Map.Rules.Actors[actorType].TraitInfo<AircraftInfo>().CruiseAltitude;
var td = new TypeDictionary
{
new OwnerInit(self.Owner),
};
if (self.OccupiesSpace != null)
{
exit = self.Location + exitinfo.ExitCell;
var spawn = self.World.Map.CenterOfCell(exit) + new WVec(WDist.Zero, WDist.Zero, altitude);
var to = self.World.Map.CenterOfCell(exit);
var initialFacing = exitinfo.Facing < 0 ? (to - spawn).Yaw.Facing : exitinfo.Facing;
exitLocation = rp.Value != null ? rp.Value.Location : exit;
target = Target.FromCell(self.World, exitLocation);
td.Add(new LocationInit(exit));
td.Add(new CenterPositionInit(spawn));
td.Add(new FacingInit(initialFacing));
}
self.World.AddFrameEndTask(w =>
{
if (factionVariant != null)
td.Add(new FactionInit(factionVariant));
var newUnit = self.World.CreateActor(producee.Name, td);
newUnit.QueueActivity(new Parachute(newUnit, newUnit.CenterPosition, self));
var move = newUnit.TraitOrDefault<IMove>();
if (move != null)
{
if (exitinfo.MoveIntoWorld)
{
if (exitinfo.ExitDelay > 0)
newUnit.QueueActivity(new Wait(exitinfo.ExitDelay, false));
newUnit.QueueActivity(move.MoveIntoWorld(newUnit, exit));
newUnit.QueueActivity(new 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);
var notifyOthers = self.World.ActorsWithTrait<INotifyOtherProduction>();
foreach (var notify in notifyOthers)
notify.Trait.UnitProducedByOther(notify.Actor, self, newUnit);
foreach (var t in newUnit.TraitsImplementing<INotifyBuildComplete>())
t.BuildingComplete(newUnit);
});
}
}
}

View File

@@ -67,7 +67,7 @@ namespace OpenRA.Mods.Common.Traits
PlaySequence();
}
void INotifyParachuteLanded.OnLanded()
void INotifyParachuteLanded.OnLanded(Actor ignore)
{
PlaySequence();
}

View File

@@ -37,7 +37,7 @@ namespace OpenRA.Mods.Common.Traits
public interface INotifyAttack { void Attacking(Actor self, Target target, Armament a, Barrel barrel); }
public interface INotifyCharging { void Charging(Actor self, Target target); }
public interface INotifyChat { bool OnChat(string from, string message); }
public interface INotifyParachuteLanded { void OnLanded(); }
public interface INotifyParachuteLanded { void OnLanded(Actor ignore); }
public interface IRenderActorPreviewInfo : ITraitInfo { IEnumerable<IActorPreview> RenderPreview(ActorPreviewInitializer init); }
public interface ICruiseAltitudeInfo : ITraitInfo { WDist GetCruiseAltitude(); }

View File

@@ -84,7 +84,6 @@
<Compile Include="Traits\AttackSwallow.cs" />
<Compile Include="Traits\Carryall.cs" />
<Compile Include="Traits\Buildings\FreeActorWithDelivery.cs" />
<Compile Include="Traits\Buildings\ProductionFromMapEdge.cs" />
<Compile Include="Traits\Buildings\DamagedWithoutFoundation.cs" />
<Compile Include="Traits\Buildings\LaysTerrain.cs" />
<Compile Include="Traits\Carryable.cs" />