Refactoring + cnc weap

This commit is contained in:
Paul Chote
2010-08-03 01:03:31 +12:00
parent 7c562059c2
commit 053f0f5c7f
6 changed files with 38 additions and 47 deletions

View File

@@ -76,18 +76,20 @@ namespace OpenRA.Traits
{
this.self = init.self;
this.Info = info;
if (init.Contains<LocationInit>())
this.__fromCell = this.__toCell = init.Get<LocationInit,int2>();
this.Facing = init.Contains<FacingInit>() ? init.Get<FacingInit,int>() : info.InitialFacing;
this.Altitude = init.Contains<AltitudeInit>() ? init.Get<AltitudeInit,int>() : 0;
shroud = self.World.WorldActor.traits.Get<Shroud>();
uim = self.World.WorldActor.traits.Get<UnitInfluence>();
bim = self.World.WorldActor.traits.Get<BuildingInfluence>();
canShareCell = self.traits.Contains<SharesCell>();
if (init.Contains<LocationInit>())
{
this.__fromCell = this.__toCell = init.Get<LocationInit,int2>();
AddInfluence();
}
this.Facing = init.Contains<FacingInit>() ? init.Get<FacingInit,int>() : info.InitialFacing;
this.Altitude = init.Contains<AltitudeInit>() ? init.Get<AltitudeInit,int>() : 0;
TerrainCost = new Dictionary<string, float>();
TerrainSpeed = new Dictionary<string, float>();

View File

@@ -43,22 +43,19 @@ namespace OpenRA.Traits
public void DoProduction(Actor self, Actor newUnit, int2 exit, float2 spawn)
{
Game.Debug("Creating actor {0}".F(newUnit.Info.Name));
var mobile = newUnit.traits.Get<Mobile>();
// Unit can be built; add to the world
self.World.Add(newUnit);
Game.Debug("Added to world");
var move = newUnit.traits.Get<IMove>();
var facing = newUnit.traits.GetOrDefault<IFacing>();
// Set the physical position of the unit as the exit cell
mobile.SetPosition(newUnit,exit);
move.SetPosition(newUnit,exit);
var to = Util.CenterOfCell(exit);
newUnit.CenterLocation = spawn;
if (facing != null)
facing.Facing = Util.GetFacing(to - spawn, facing.Facing);
self.World.Add(newUnit);
// Animate the spawn -> exit transition
newUnit.CenterLocation = spawn;
mobile.Facing = Util.GetFacing(to - spawn, mobile.Facing);
var speed = mobile.MovementSpeedForCell(self, exit);
var speed = move.MovementSpeedForCell(self, exit);
var length = speed > 0 ? (int)( ( to - spawn ).Length*3 / speed ) : 0;
newUnit.QueueActivity(new Activities.Drag(spawn, to, length));
@@ -68,6 +65,7 @@ namespace OpenRA.Traits
if (rp != null)
{
target = rp.rallyPoint;
// Todo: Move implies unit has Mobile
newUnit.QueueActivity(new Activities.Move(target, 1));
}
@@ -82,7 +80,7 @@ namespace OpenRA.Traits
}
foreach (var t in self.traits.WithInterface<INotifyProduction>())
t.UnitProduced(self, newUnit);
t.UnitProduced(self, newUnit, exit);
Log.Write("debug", "{0} #{1} produced by {2} #{3}", newUnit.Info.Name, newUnit.ActorID, self.Info.Name, self.ActorID);
}
@@ -94,40 +92,26 @@ namespace OpenRA.Traits
new OwnerInit( self.Owner ),
});
// Todo: remove assumption on Mobile
// Todo: remove assumption on Mobile;
// required for 3-arg CanEnterCell
var mobile = newUnit.traits.Get<Mobile>();
// Pick an exit that we can move to
var exit = int2.Zero;
var spawn = float2.Zero;
var success = false;
// Pick a spawn/exit point
// Pick a spawn/exit point pair
// Todo: Reorder in a synced random way
foreach (var s in Spawns)
{
exit = self.Location + s.Value;
spawn = self.CenterLocation + s.Key;
var exit = self.Location + s.Value;
var spawn = self.CenterLocation + s.Key;
if (mobile.CanEnterCell(exit,self,true))
{
success = true;
break;
}
}
if (!success)
{
// Hack around mobile being a tard; remove from UIM (we shouldn't be there in the first place)
newUnit.traits.Get<Mobile>().RemoveInfluence();
return false;
}
DoProduction(self, newUnit, exit, spawn);
return true;
}
}
return false;
}
// "primary building" crap - perhaps this should be split?
bool isPrimary = false;
public bool IsPrimary { get { return isPrimary; } }

View File

@@ -40,7 +40,7 @@ namespace OpenRA.Traits
public interface INotifySold { void Selling( Actor self ); void Sold( Actor self ); }
public interface INotifyDamage { void Damaged(Actor self, AttackInfo e); }
public interface INotifyBuildComplete { void BuildingComplete(Actor self); }
public interface INotifyProduction { void UnitProduced(Actor self, Actor other); }
public interface INotifyProduction { void UnitProduced(Actor self, Actor other, int2 exit); }
public interface INotifyCapture { void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner); }
public interface IAcceptSpy { void OnInfiltrate(Actor self, Actor spy); }
public interface INotifyEnterCell { void OnEnterCell(Actor self, int2 cell); }

View File

@@ -64,7 +64,7 @@ namespace OpenRA.Mods.RA
}
foreach (var t in self.traits.WithInterface<INotifyProduction>())
t.UnitProduced(self, newUnit);
t.UnitProduced(self, newUnit, exit);
Log.Write("debug", "{0} #{1} produced by {2} #{3}", newUnit.Info.Name, newUnit.ActorID, self.Info.Name, self.ActorID);

View File

@@ -24,6 +24,8 @@ namespace OpenRA.Mods.RA.Render
public Animation roof;
[Sync]
bool isOpen;
[Sync]
int2 openExit;
string GetPrefix(Actor self)
{
@@ -44,7 +46,7 @@ namespace OpenRA.Mods.RA.Render
public void Tick(Actor self)
{
if (isOpen && !self.World.WorldActor.traits.Get<UnitInfluence>()
.GetUnitsAt(((1f/Game.CellSize) * self.CenterLocation).ToInt2()).Any())
.GetUnitsAt(openExit).Any())
{
isOpen = false;
roof.PlayBackwardsThen(GetPrefix(self) + "build-top", () => roof.Play(GetPrefix(self) + "idle-top"));
@@ -61,9 +63,9 @@ namespace OpenRA.Mods.RA.Render
roof.ReplaceAnim(roof.CurrentSequence.Name.Replace("damaged-",""));
}
public void UnitProduced(Actor self, Actor other)
public void UnitProduced(Actor self, Actor other, int2 exit)
{
roof.PlayThen(GetPrefix(self) + "build-top", () => isOpen = true);
roof.PlayThen(GetPrefix(self) + "build-top", () => {isOpen = true; openExit = exit;});
}
public void Selling( Actor self )

View File

@@ -212,6 +212,7 @@ AFLD:
Range: 7
Bib:
RallyPoint:
RallyPoint: 4,2
BelowUnits:
ProductionAirdrop:
Produces: Vehicle
@@ -241,9 +242,11 @@ WEAP:
Bib:
RenderWarFactory:
RallyPoint:
RallyPoint: 0,3
Production:
# ExitOffset:-1,1
Produces: Vehicle
SpawnOffsets: -8,-8
ExitCells: 0,2
HQ:
RequiresPower:
CanPowerDown: