Merge branch 'master' of git://github.com/chrisforbes/OpenRA
This commit is contained in:
@@ -60,10 +60,11 @@
|
||||
<Compile Include="PackageEntry.cs" />
|
||||
<Compile Include="Package.cs" />
|
||||
<Compile Include="Palette.cs" />
|
||||
<Compile Include="PaletteRemap.cs" />
|
||||
<Compile Include="PlayerColorRemap.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="ShpReader.cs" />
|
||||
<Compile Include="ShroudPaletteRemap.cs" />
|
||||
<Compile Include="SingleColorRemap.cs" />
|
||||
<Compile Include="Terrain.cs" />
|
||||
<Compile Include="TileReference.cs" />
|
||||
<Compile Include="TileSet.cs" />
|
||||
|
||||
@@ -4,13 +4,12 @@ using System.IO;
|
||||
|
||||
namespace OpenRa.FileFormats
|
||||
{
|
||||
public class PaletteRemap : IPaletteRemap
|
||||
public class PlayerColorRemap : IPaletteRemap
|
||||
{
|
||||
int offset;
|
||||
List<Color> remapColors = new List<Color>();
|
||||
Color shadowColor;
|
||||
|
||||
public PaletteRemap(Stream s)
|
||||
public PlayerColorRemap(Stream s)
|
||||
{
|
||||
using (BinaryReader reader = new BinaryReader(s))
|
||||
{
|
||||
@@ -27,22 +26,12 @@ namespace OpenRa.FileFormats
|
||||
offset = 80;
|
||||
}
|
||||
|
||||
public PaletteRemap( Color shadowColor )
|
||||
{
|
||||
this.shadowColor = shadowColor;
|
||||
}
|
||||
|
||||
public Color GetRemappedColor(Color original, int index)
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||||
{
|
||||
if (remapColors.Count > 0)
|
||||
{
|
||||
if (index < offset || index >= offset + remapColors.Count)
|
||||
return original;
|
||||
if (index < offset || index >= offset + remapColors.Count)
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||||
return original;
|
||||
|
||||
return remapColors[index - offset];
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||||
}
|
||||
|
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return original.A > 0 ? shadowColor : original;
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||||
return remapColors[index - offset];
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||||
}
|
||||
}
|
||||
}
|
||||
18
OpenRa.FileFormats/SingleColorRemap.cs
Normal file
18
OpenRa.FileFormats/SingleColorRemap.cs
Normal file
@@ -0,0 +1,18 @@
|
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using System.Drawing;
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|
||||
namespace OpenRa.FileFormats
|
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{
|
||||
public class SingleColorRemap : IPaletteRemap
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{
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Color c;
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public SingleColorRemap(Color c)
|
||||
{
|
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this.c = c;
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}
|
||||
|
||||
public Color GetRemappedColor(Color original, int index)
|
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{
|
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return original.A > 0 ? c : original;
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}
|
||||
}
|
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}
|
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@@ -27,6 +27,17 @@ namespace OpenRa.Game
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readonly Animation repairButton;
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||||
readonly Animation sellButton;
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readonly Animation pwrdownButton;
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||||
readonly Animation optionsButton;
|
||||
|
||||
readonly Sprite optionsTop;
|
||||
readonly Sprite optionsBottom;
|
||||
readonly Sprite optionsLeft;
|
||||
readonly Sprite optionsRight;
|
||||
readonly Sprite optionsTopLeft;
|
||||
readonly Sprite optionsTopRight;
|
||||
readonly Sprite optionsBottomLeft;
|
||||
readonly Sprite optionsBottomRight;
|
||||
readonly Sprite optionsBackground;
|
||||
|
||||
readonly SpriteRenderer buildPaletteRenderer;
|
||||
readonly Animation cantBuild;
|
||||
@@ -41,7 +52,8 @@ namespace OpenRa.Game
|
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|
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readonly int paletteColumns;
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readonly int2 paletteOrigin;
|
||||
|
||||
bool hadRadar = false;
|
||||
bool optionsPressed = false;
|
||||
const int MinRows = 4;
|
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|
||||
public Chrome(Renderer r)
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@@ -82,6 +94,19 @@ namespace OpenRa.Game
|
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pwrdownButton = new Animation("repair");
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pwrdownButton.PlayRepeating("normal");
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|
||||
optionsButton = new Animation("tabs");
|
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optionsButton.PlayRepeating("left-normal");
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||||
|
||||
optionsLeft = SpriteSheetBuilder.LoadAllSprites("dd-left")[0];
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||||
optionsRight = SpriteSheetBuilder.LoadAllSprites("dd-right")[0];
|
||||
optionsTop = SpriteSheetBuilder.LoadAllSprites("dd-top")[0];
|
||||
optionsBottom = SpriteSheetBuilder.LoadAllSprites("dd-botm")[0];
|
||||
optionsTopLeft = SpriteSheetBuilder.LoadAllSprites("dd-crnr")[0];
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||||
optionsTopRight = SpriteSheetBuilder.LoadAllSprites("dd-crnr")[1];
|
||||
optionsBottomLeft = SpriteSheetBuilder.LoadAllSprites("dd-crnr")[2];
|
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optionsBottomRight = SpriteSheetBuilder.LoadAllSprites("dd-crnr")[3];
|
||||
optionsBackground = SpriteSheetBuilder.LoadAllSprites("dd-bkgnd")[Game.CosmeticRandom.Next(4)];
|
||||
|
||||
blank = SheetBuilder.Add(new Size(64, 48), 16);
|
||||
|
||||
sprites = groups
|
||||
@@ -132,7 +157,7 @@ namespace OpenRa.Game
|
||||
Game.LocalPlayer.PowerDrained,
|
||||
Game.LocalPlayer.PowerProvided,
|
||||
Game.LocalPlayer.IsReady ? "Yes" : "No"
|
||||
), new int2(140, 5), Color.White);
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||||
), new int2(140, 15), Color.White);
|
||||
|
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PerfHistory.Render(renderer, Game.worldRenderer.lineRenderer);
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|
||||
@@ -149,6 +174,7 @@ namespace OpenRa.Game
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||||
int paletteHeight = DrawBuildPalette(currentTab);
|
||||
DrawBuildTabs(paletteHeight);
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DrawChat();
|
||||
DrawOptionsMenu();
|
||||
}
|
||||
|
||||
void DrawMinimap()
|
||||
@@ -156,7 +182,11 @@ namespace OpenRa.Game
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var hasRadar = Game.world.Actors.Any(a => a.Owner == Game.LocalPlayer
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&& a.traits.Contains<ProvidesRadar>()
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&& a.traits.Get<ProvidesRadar>().IsActive());
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||||
|
||||
|
||||
if (hasRadar != hadRadar)
|
||||
Sound.Play((hasRadar) ? "radaron2.aud" : "radardn1.aud");
|
||||
hadRadar = hasRadar;
|
||||
|
||||
if (hasRadar)
|
||||
Game.minimap.Draw(new float2(Game.viewport.Width - 256, 8));
|
||||
}
|
||||
@@ -296,6 +326,21 @@ namespace OpenRa.Game
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AddButton(chronoshiftRect, isLmb => HandleChronosphereButton());
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}
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buildPaletteRenderer.DrawSprite(repairButton.Image, chronoshiftDrawPos, PaletteType.Chrome);
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|
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// Iron Curtain
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Rectangle curtainRect = new Rectangle(6, 14+50, repairButton.Image.bounds.Width, repairButton.Image.bounds.Height);
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var curtainDrawPos = Game.viewport.Location + new float2(curtainRect.Location);
|
||||
|
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var hasCurtain = Game.world.Actors.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<IronCurtain>());
|
||||
|
||||
if (!hasCurtain)
|
||||
repairButton.ReplaceAnim("disabled");
|
||||
else
|
||||
{
|
||||
//repairButton.ReplaceAnim(Game.controller.orderGenerator is RepairOrderGenerator ? "pressed" : "normal");
|
||||
AddButton(curtainRect, isLmb => HandleIronCurtainButton());
|
||||
}
|
||||
buildPaletteRenderer.DrawSprite(repairButton.Image, curtainDrawPos, PaletteType.Chrome);
|
||||
|
||||
|
||||
// Repair
|
||||
@@ -339,6 +384,52 @@ namespace OpenRa.Game
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||||
buildPaletteRenderer.DrawSprite(pwrdownButton.Image, pwrdownDrawPos, PaletteType.Chrome);
|
||||
}
|
||||
buildPaletteRenderer.Flush();
|
||||
|
||||
//Options
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||||
Rectangle optionsRect = new Rectangle(0 + 40,0, optionsButton.Image.bounds.Width,
|
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optionsButton.Image.bounds.Height);
|
||||
|
||||
var optionsDrawPos = Game.viewport.Location + new float2(optionsRect.Location);
|
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|
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optionsButton.ReplaceAnim(optionsPressed ? "left-pressed" : "left-normal");
|
||||
|
||||
AddButton(optionsRect, isLmb => optionsPressed = !optionsPressed);
|
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buildPaletteRenderer.DrawSprite(optionsButton.Image, optionsDrawPos, PaletteType.Chrome);
|
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buildPaletteRenderer.Flush();
|
||||
|
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renderer.DrawText("Options", new int2(80, -2) , Color.White);
|
||||
}
|
||||
|
||||
void DrawOptionsMenu()
|
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{
|
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if (optionsPressed){
|
||||
var menuDrawPos = Game.viewport.Location + new float2(Game.viewport.Width/2, Game.viewport.Height/2);
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var width = optionsTop.bounds.Width + optionsTopLeft.bounds.Width + optionsTopRight.bounds.Width;
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var height = optionsLeft.bounds.Height + optionsTopLeft.bounds.Height + optionsBottomLeft.bounds.Height;
|
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var adjust = 8;
|
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|
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menuDrawPos = menuDrawPos + new float2(-width/2, -height/2);
|
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|
||||
var backgroundDrawPos = menuDrawPos + new float2( (width - optionsBackground.bounds.Width)/2, (height - optionsBackground.bounds.Height)/2);
|
||||
|
||||
//draw background
|
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buildPaletteRenderer.DrawSprite(optionsBackground, backgroundDrawPos, PaletteType.Chrome);
|
||||
|
||||
//draw borders
|
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buildPaletteRenderer.DrawSprite(optionsTopLeft, menuDrawPos, PaletteType.Chrome);
|
||||
buildPaletteRenderer.DrawSprite(optionsLeft, menuDrawPos + new float2(0, optionsTopLeft.bounds.Height), PaletteType.Chrome);
|
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buildPaletteRenderer.DrawSprite(optionsBottomLeft, menuDrawPos + new float2(0, optionsTopLeft.bounds.Height + optionsLeft.bounds.Height), PaletteType.Chrome);
|
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|
||||
buildPaletteRenderer.DrawSprite(optionsTop, menuDrawPos + new float2(optionsTopLeft.bounds.Width, 0), PaletteType.Chrome);
|
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buildPaletteRenderer.DrawSprite(optionsTopRight, menuDrawPos + new float2(optionsTopLeft.bounds.Width + optionsTop.bounds.Width, 0), PaletteType.Chrome);
|
||||
|
||||
buildPaletteRenderer.DrawSprite(optionsBottom, menuDrawPos + new float2(optionsTopLeft.bounds.Width, optionsTopLeft.bounds.Height + optionsLeft.bounds.Height +adjust), PaletteType.Chrome);
|
||||
buildPaletteRenderer.DrawSprite(optionsBottomRight, menuDrawPos + new float2(optionsBottomLeft.bounds.Width + optionsBottom.bounds.Width, optionsTopLeft.bounds.Height + optionsLeft.bounds.Height), PaletteType.Chrome);
|
||||
|
||||
buildPaletteRenderer.DrawSprite(optionsRight, menuDrawPos + new float2(optionsTopLeft.bounds.Width + optionsTop.bounds.Width + adjust + 1, optionsTopRight.bounds.Height), PaletteType.Chrome);
|
||||
|
||||
buildPaletteRenderer.Flush();
|
||||
}
|
||||
}
|
||||
|
||||
void HandleChronosphereButton()
|
||||
@@ -347,6 +438,12 @@ namespace OpenRa.Game
|
||||
Sound.Play("slcttgt1.aud");
|
||||
}
|
||||
|
||||
void HandleIronCurtainButton()
|
||||
{
|
||||
if (Game.controller.ToggleInputMode<IronCurtainOrderGenerator>())
|
||||
Sound.Play("slcttgt1.aud");
|
||||
}
|
||||
|
||||
void DrawChat()
|
||||
{
|
||||
var chatpos = new int2(400, Game.viewport.Height - 20);
|
||||
@@ -606,7 +703,10 @@ namespace OpenRa.Game
|
||||
p += new int2(0, 15);
|
||||
if (!Rules.TechTree.CanBuild(info, Game.LocalPlayer, buildings))
|
||||
{
|
||||
var prereqs = info.Prerequisite.Select(a => Rules.UnitInfo[a.ToLowerInvariant()].Description);
|
||||
var prereqs = info.Prerequisite
|
||||
.Select(a => Rules.UnitInfo[a.ToLowerInvariant()])
|
||||
.Where( u => u.Owner.Any( o => o == Game.LocalPlayer.Race ) )
|
||||
.Select( a => a.Description );
|
||||
renderer.DrawText("Requires {0}".F( string.Join( ", ", prereqs.ToArray() ) ), p.ToInt2(),
|
||||
Color.White);
|
||||
}
|
||||
|
||||
@@ -25,6 +25,7 @@ namespace OpenRa.Game
|
||||
public static Cursor DeployBlocked { get { return new Cursor("deploy-blocked"); } }
|
||||
public static Cursor Chronoshift { get { return new Cursor("chrono-target"); } }
|
||||
public static Cursor ChronoshiftSelect { get { return new Cursor("chrono-select"); } }
|
||||
public static Cursor Ability { get { return new Cursor("ability"); } }
|
||||
public static Cursor C4 { get { return new Cursor("c4"); } }
|
||||
public static Cursor Capture { get { return new Cursor("capture"); } }
|
||||
public static Cursor Heal { get { return new Cursor("heal"); } }
|
||||
|
||||
@@ -31,6 +31,8 @@ namespace OpenRa.Game.Effects
|
||||
FiredBy = firedBy;
|
||||
Src = src;
|
||||
Dest = dest;
|
||||
SrcAltitude = srcAltitude;
|
||||
DestAltitude = destAltitude;
|
||||
VisualDest = Dest + new int2(
|
||||
Game.CosmeticRandom.Next(-10, 10),
|
||||
Game.CosmeticRandom.Next(-10, 10));
|
||||
|
||||
35
OpenRa.Game/Effects/FlashTarget.cs
Normal file
35
OpenRa.Game/Effects/FlashTarget.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using OpenRa.Game.Traits;
|
||||
using OpenRa.Game.Graphics;
|
||||
|
||||
namespace OpenRa.Game.Effects
|
||||
{
|
||||
class FlashTarget : IEffect
|
||||
{
|
||||
Actor target;
|
||||
int remainingTicks = 4;
|
||||
|
||||
public FlashTarget(Actor target)
|
||||
{
|
||||
this.target = target;
|
||||
foreach (var e in Game.world.Effects.OfType<FlashTarget>().Where(a => a.target == target).ToArray())
|
||||
Game.world.Remove(e);
|
||||
}
|
||||
|
||||
public void Tick()
|
||||
{
|
||||
if (--remainingTicks == 0)
|
||||
Game.world.AddFrameEndTask(w => w.Remove(this));
|
||||
}
|
||||
|
||||
public IEnumerable<Renderable> Render()
|
||||
{
|
||||
if (remainingTicks % 2 == 0)
|
||||
foreach (var r in target.Render())
|
||||
yield return r.WithPalette(PaletteType.Highlight);
|
||||
}
|
||||
}
|
||||
}
|
||||
30
OpenRa.Game/Effects/InvulnEffect.cs
Normal file
30
OpenRa.Game/Effects/InvulnEffect.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using System.Collections.Generic;
|
||||
using OpenRa.Game.Graphics;
|
||||
using OpenRa.Game.Traits;
|
||||
|
||||
namespace OpenRa.Game.Effects
|
||||
{
|
||||
class InvulnEffect : IEffect
|
||||
{
|
||||
Actor a;
|
||||
IronCurtainable b;
|
||||
|
||||
public InvulnEffect(Actor a)
|
||||
{
|
||||
this.a = a;
|
||||
this.b = a.traits.Get<IronCurtainable>();
|
||||
}
|
||||
|
||||
public void Tick()
|
||||
{
|
||||
if (a.IsDead || b.GetDamageModifier() > 0)
|
||||
Game.world.AddFrameEndTask(w => w.Remove(this));
|
||||
}
|
||||
|
||||
public IEnumerable<Renderable> Render()
|
||||
{
|
||||
foreach (var r in a.Render())
|
||||
yield return r.WithPalette(PaletteType.Invuln);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -21,7 +21,7 @@ namespace OpenRa.Game.Effects
|
||||
int Altitude;
|
||||
|
||||
public Missile(string weapon, Player owner, Actor firedBy,
|
||||
int2 src, Actor target, int altitude)
|
||||
int2 src, Actor target, int altitude, int facing)
|
||||
{
|
||||
Weapon = Rules.WeaponInfo[weapon];
|
||||
Projectile = Rules.ProjectileInfo[Weapon.Projectile];
|
||||
@@ -31,9 +31,7 @@ namespace OpenRa.Game.Effects
|
||||
Target = target;
|
||||
Pos = src.ToFloat2();
|
||||
Altitude = altitude;
|
||||
|
||||
/* todo: initial facing should be turret facing, or unit facing if we're not turreted */
|
||||
Facing = Traits.Util.GetFacing( Target.CenterLocation - src.ToFloat2(), 0 );
|
||||
Facing = facing;
|
||||
|
||||
if (Projectile.Image != null && Projectile.Image != "none")
|
||||
{
|
||||
@@ -47,7 +45,7 @@ namespace OpenRa.Game.Effects
|
||||
}
|
||||
|
||||
const int MissileCloseEnough = 7;
|
||||
const float Scale = .3f;
|
||||
const float Scale = .2f;
|
||||
|
||||
public void Tick()
|
||||
{
|
||||
@@ -73,14 +71,16 @@ namespace OpenRa.Game.Effects
|
||||
return;
|
||||
}
|
||||
|
||||
var move = (Scale * Weapon.Speed / dist.Length) * dist;
|
||||
var speed = Scale * Weapon.Speed * ((targetAltitude > 0 && Weapon.TurboBoost) ? 1.5f : 1f);
|
||||
|
||||
var angle = Facing / 128f * Math.PI;
|
||||
var move = speed * -float2.FromAngle((float)angle);
|
||||
Pos += move;
|
||||
|
||||
if (Projectile.Animates)
|
||||
Game.world.AddFrameEndTask(w => w.Add(new Smoke((Pos - 1.5f * move - new int2( 0, Altitude )).ToInt2())));
|
||||
|
||||
// todo: running out of fuel
|
||||
// todo: turbo boost vs aircraft
|
||||
}
|
||||
|
||||
public IEnumerable<Renderable> Render()
|
||||
|
||||
36
OpenRa.Game/Effects/PowerDownIndicator.cs
Normal file
36
OpenRa.Game/Effects/PowerDownIndicator.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
using System.Collections.Generic;
|
||||
using OpenRa.Game.Graphics;
|
||||
using OpenRa.Game.Traits;
|
||||
|
||||
namespace OpenRa.Game.Effects
|
||||
{
|
||||
class PowerDownIndicator : IEffect
|
||||
{
|
||||
Actor a;
|
||||
Building b;
|
||||
Animation anim = new Animation("powerdown");
|
||||
|
||||
public PowerDownIndicator(Actor a)
|
||||
{
|
||||
this.a = a;
|
||||
this.b = a.traits.Get<Building>();
|
||||
anim.PlayRepeating("disabled");
|
||||
}
|
||||
|
||||
public void Tick()
|
||||
{
|
||||
if (!b.Disabled || a.IsDead)
|
||||
Game.world.AddFrameEndTask(w => w.Remove(this));
|
||||
}
|
||||
|
||||
public IEnumerable<Renderable> Render()
|
||||
{
|
||||
foreach (var r in a.Render())
|
||||
yield return r.WithPalette(PaletteType.Disabled);
|
||||
|
||||
if (b.ManuallyDisabled)
|
||||
yield return new Renderable(anim.Image,
|
||||
a.CenterLocation - .5f * anim.Image.size, PaletteType.Chrome);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3,12 +3,12 @@ namespace OpenRa.Game.GameRules
|
||||
{
|
||||
class AftermathInfo
|
||||
{
|
||||
public readonly int MTankDistance;
|
||||
public readonly float QuakeUnitDamage;
|
||||
public readonly float QuakeBuildingDamage;
|
||||
public readonly float QuakeInfantryDamage;
|
||||
public readonly int QuakeDelay;
|
||||
public readonly int CarrierLaunchDelay;
|
||||
public readonly int ChronoTankDuration;
|
||||
public readonly int MTankDistance = 0;
|
||||
public readonly float QuakeUnitDamage = 0f;
|
||||
public readonly float QuakeBuildingDamage = 0f;
|
||||
public readonly float QuakeInfantryDamage = 0f;
|
||||
public readonly int QuakeDelay = 0;
|
||||
public readonly int CarrierLaunchDelay = 0;
|
||||
public readonly int ChronoTankDuration = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,126 +1,127 @@
|
||||
|
||||
using System;
|
||||
namespace OpenRa.Game.GameRules
|
||||
{
|
||||
class GeneralInfo
|
||||
{
|
||||
/* Crates */
|
||||
public readonly int CrateMinimum;
|
||||
public readonly int CrateMaximum;
|
||||
public readonly float CrateRadius;
|
||||
public readonly float CrateRegen;
|
||||
public readonly string UnitCrateType; /* =none, if any */
|
||||
public readonly float WaterCrateChance;
|
||||
public readonly int CrateMinimum = 0;
|
||||
public readonly int CrateMaximum = 0;
|
||||
public readonly float CrateRadius = 0;
|
||||
public readonly float CrateRegen = 0;
|
||||
public readonly string UnitCrateType = null; /* =none, if any */
|
||||
public readonly float WaterCrateChance = 0;
|
||||
|
||||
public readonly int SoloCrateMoney;
|
||||
public readonly string SilverCrate; /* solo play crate contents */
|
||||
public readonly string WaterCrate;
|
||||
public readonly string WoodCrate;
|
||||
public readonly int SoloCrateMoney = 2000;
|
||||
public readonly string SilverCrate = null; /* solo play crate contents */
|
||||
public readonly string WaterCrate = null;
|
||||
public readonly string WoodCrate = null;
|
||||
|
||||
/* Special Weapons */
|
||||
public readonly int ChronoDuration;
|
||||
public readonly bool ChronoKillCargo;
|
||||
public readonly int ChronoTechLevel;
|
||||
public readonly int GPSTechLevel;
|
||||
public readonly int GapRadius;
|
||||
public readonly float GapRegenInterval;
|
||||
public readonly float IronCurtain; /* minutes */
|
||||
public readonly int ParaTech;
|
||||
public readonly int ParabombTech;
|
||||
public readonly int RadarJamRadius;
|
||||
public readonly int SpyPlaneTech;
|
||||
public readonly int BadgerBombCount;
|
||||
public readonly int ChronoDuration = 0;
|
||||
public readonly bool ChronoKillCargo = true;
|
||||
[Obsolete] public readonly int ChronoTechLevel = -1;
|
||||
[Obsolete] public readonly int GPSTechLevel = -1;
|
||||
public readonly int GapRadius = 0;
|
||||
public readonly float GapRegenInterval =0;
|
||||
public readonly float IronCurtain = 0; /* minutes */
|
||||
[Obsolete] public readonly int ParaTech = -1;
|
||||
[Obsolete] public readonly int ParabombTech = -1;
|
||||
public readonly int RadarJamRadius = 1;
|
||||
[Obsolete] public readonly int SpyPlaneTech = -1;
|
||||
public readonly int BadgerBombCount = 1;
|
||||
|
||||
/* Chrono Side Effects */
|
||||
public readonly float QuakeChance;
|
||||
public readonly float QuakeDamage; /* percent */
|
||||
public readonly float VortexChance;
|
||||
public readonly int VortexDamage;
|
||||
public readonly int VortexRange;
|
||||
public readonly int VortexSpeed;
|
||||
public readonly float QuakeChance = 0;
|
||||
public readonly float QuakeDamage = 0; /* percent */
|
||||
public readonly float VortexChance = 0;
|
||||
public readonly int VortexDamage = 0;
|
||||
public readonly int VortexRange = 0;
|
||||
public readonly int VortexSpeed = 0;
|
||||
|
||||
/* Repair & Refit */
|
||||
public readonly float RefundPercent;
|
||||
public readonly float ReloadRate;
|
||||
public readonly float RepairPercent;
|
||||
public readonly float RepairRate;
|
||||
public readonly int RepairStep;
|
||||
public readonly float URepairPercent;
|
||||
public readonly int URepairStep;
|
||||
public readonly float RefundPercent = 0;
|
||||
public readonly float ReloadRate = 0;
|
||||
public readonly float RepairPercent = 0;
|
||||
public readonly float RepairRate = 0;
|
||||
public readonly int RepairStep = 0;
|
||||
public readonly float URepairPercent = 0;
|
||||
public readonly int URepairStep = 0;
|
||||
|
||||
/* Combat & Damage */
|
||||
public readonly float TurboBoost;
|
||||
public readonly int APMineDamage;
|
||||
public readonly int AVMineDamage;
|
||||
public readonly int AtomDamage;
|
||||
public readonly float BallisticScatter;
|
||||
public readonly int BridgeStrength;
|
||||
public readonly float C4Delay;
|
||||
public readonly float Crush;
|
||||
public readonly float ExpSpread;
|
||||
public readonly int FireSupress;
|
||||
public readonly float HomingScatter;
|
||||
public readonly int MaxDamage;
|
||||
public readonly int MinDamage;
|
||||
public readonly bool OreExplosive;
|
||||
public readonly bool PlayerAutoCrush;
|
||||
public readonly bool PlayerReturnFire;
|
||||
public readonly bool PlayerScatter;
|
||||
public readonly float ProneDamage;
|
||||
public readonly bool TreeTargeting;
|
||||
public readonly int Incoming;
|
||||
public readonly float TurboBoost = 1.5f;
|
||||
public readonly int APMineDamage = 0;
|
||||
public readonly int AVMineDamage = 0;
|
||||
public readonly int AtomDamage = 0;
|
||||
public readonly float BallisticScatter = 0;
|
||||
public readonly int BridgeStrength = 0;
|
||||
public readonly float C4Delay = 0;
|
||||
public readonly float Crush = 0;
|
||||
public readonly float ExpSpread = 0;
|
||||
public readonly int FireSupress = 0;
|
||||
public readonly float HomingScatter = 0;
|
||||
public readonly int MaxDamage = 0;
|
||||
public readonly int MinDamage = 0;
|
||||
public readonly bool OreExplosive = false;
|
||||
public readonly bool PlayerAutoCrush = false;
|
||||
public readonly bool PlayerReturnFire = false;
|
||||
public readonly bool PlayerScatter = false;
|
||||
public readonly float ProneDamage = 0;
|
||||
public readonly bool TreeTargeting = false;
|
||||
public readonly int Incoming = 0;
|
||||
|
||||
/* Income & Production */
|
||||
public readonly int BailCount;
|
||||
public readonly float BuildSpeed;
|
||||
public readonly float BuildupTime;
|
||||
public readonly int GemValue;
|
||||
public readonly int GoldValue;
|
||||
public readonly float GrowthRate;
|
||||
public readonly bool OreGrows;
|
||||
public readonly bool OreSpreads;
|
||||
public readonly float OreTruckRate;
|
||||
public readonly bool SeparateAircraft;
|
||||
public readonly float SurvivorRate;
|
||||
public readonly int BailCount = 0;
|
||||
public readonly float BuildSpeed = 0;
|
||||
public readonly float BuildupTime = 0;
|
||||
public readonly int GemValue = 0;
|
||||
public readonly int GoldValue = 0;
|
||||
public readonly float GrowthRate = 0;
|
||||
public readonly bool OreGrows = true;
|
||||
public readonly bool OreSpreads = true;
|
||||
public readonly float OreTruckRate = 0;
|
||||
public readonly bool SeparateAircraft = true;
|
||||
public readonly float SurvivorRate = 0;
|
||||
|
||||
/* Audo/Visual Map Controls */
|
||||
public readonly bool AllyReveal;
|
||||
public readonly float ConditionRed;
|
||||
public readonly float ConditionYellow;
|
||||
public readonly int DropZoneRadius;
|
||||
public readonly bool EnemyHealth;
|
||||
public readonly int Gravity;
|
||||
public readonly float IdleActionFrequency;
|
||||
public readonly float MessageDelay;
|
||||
public readonly float MovieTime;
|
||||
public readonly bool NamedCivilians;
|
||||
public readonly float SavourDelay;
|
||||
public readonly int ShroudRate;
|
||||
public readonly int SpeakDelay;
|
||||
public readonly int TimerWarning;
|
||||
public readonly bool FlashLowPower;
|
||||
public readonly bool AllyReveal = true;
|
||||
public readonly float ConditionRed = 0;
|
||||
public readonly float ConditionYellow = 0;
|
||||
public readonly int DropZoneRadius = 0;
|
||||
public readonly bool EnemyHealth = true;
|
||||
public readonly int Gravity = 0;
|
||||
public readonly float IdleActionFrequency = 0;
|
||||
public readonly float MessageDelay = 0;
|
||||
public readonly float MovieTime = 0;
|
||||
public readonly bool NamedCivilians = false;
|
||||
public readonly float SavourDelay = 0;
|
||||
public readonly int ShroudRate = 0;
|
||||
public readonly int SpeakDelay = 0;
|
||||
public readonly int TimerWarning = 0;
|
||||
public readonly bool FlashLowPower = false;
|
||||
|
||||
/* Computer & Movement Controls */
|
||||
public readonly bool CurleyShuffle;
|
||||
public readonly float BaseBias;
|
||||
public readonly float BaseDefenseDelay;
|
||||
public readonly float CloseEnough;
|
||||
public readonly int DamageDelay;
|
||||
public readonly int GameSpeeBias;
|
||||
public readonly int LZScanRadius;
|
||||
public readonly bool MineAware;
|
||||
public readonly float Stray;
|
||||
public readonly float SubmergeDelay;
|
||||
public readonly float SuspendDelay;
|
||||
public readonly int SuspendPriority;
|
||||
public readonly float TeamDelay;
|
||||
public readonly bool CurleyShuffle = false;
|
||||
public readonly float BaseBias = 0;
|
||||
public readonly float BaseDefenseDelay = 0;
|
||||
public readonly float CloseEnough = 0;
|
||||
public readonly int DamageDelay = 0;
|
||||
public readonly int GameSpeeBias = 0;
|
||||
public readonly int LZScanRadius = 0;
|
||||
public readonly bool MineAware = false;
|
||||
public readonly float Stray = 0;
|
||||
public readonly float SubmergeDelay = 0;
|
||||
public readonly float SuspendDelay = 0;
|
||||
public readonly int SuspendPriority = 0;
|
||||
public readonly float TeamDelay = 0;
|
||||
|
||||
/* Misc */
|
||||
public readonly bool FineDiffControl;
|
||||
public readonly bool MCVUndeploy;
|
||||
[Obsolete]
|
||||
public readonly bool FineDiffControl = false;
|
||||
public readonly bool MCVUndeploy = false;
|
||||
|
||||
/* OpenRA-specific */
|
||||
public readonly float OreChance; /* chance of spreading to a
|
||||
* particular eligible cell */
|
||||
public readonly int LowPowerSlowdown; /* build time multiplier */
|
||||
public readonly float OreChance = 0; /* chance of spreading to a particular eligible cell */
|
||||
public readonly int LowPowerSlowdown = 3; /* build time multiplier */
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,18 +30,18 @@ namespace OpenRa.Game
|
||||
AllRules = new IniFile(
|
||||
FileSystem.Open( "session.ini" ),
|
||||
FileSystem.Open( mapFileName ),
|
||||
FileSystem.Open("aftermathUnits.ini"),
|
||||
FileSystem.Open("units.ini"),
|
||||
FileSystem.Open( "aftrmath.ini" ),
|
||||
FileSystem.Open( "rules.ini" ),
|
||||
FileSystem.Open( "aftermathUnits.ini" ),
|
||||
FileSystem.Open( "units.ini" ),
|
||||
FileSystem.Open("campaignUnits.ini"),
|
||||
FileSystem.Open("trees.ini"));
|
||||
else
|
||||
AllRules = new IniFile(
|
||||
FileSystem.Open("session.ini"),
|
||||
FileSystem.Open(mapFileName),
|
||||
FileSystem.Open("rules.ini"),
|
||||
FileSystem.Open("units.ini"),
|
||||
FileSystem.Open("rules.ini"),
|
||||
FileSystem.Open("campaignUnits.ini"),
|
||||
FileSystem.Open("trees.ini"));
|
||||
|
||||
|
||||
@@ -35,8 +35,9 @@ namespace OpenRa.Game.GameRules
|
||||
return false;
|
||||
|
||||
foreach( var p in unit.Prerequisite )
|
||||
if( playerBuildings[ p ].Count == 0 )
|
||||
return false;
|
||||
if (Rules.UnitInfo[p.ToLowerInvariant()].Owner.Any(x => x == player.Race))
|
||||
if( playerBuildings[ p ].Count == 0 )
|
||||
return false;
|
||||
|
||||
if( producesIndex[ Rules.UnitCategory[ unit.Name ] ].All( x => playerBuildings[ x.Name ].Count == 0 ) )
|
||||
return false;
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
|
||||
using System;
|
||||
namespace OpenRa.Game.GameRules
|
||||
{
|
||||
public enum ArmorType
|
||||
@@ -19,8 +20,8 @@ namespace OpenRa.Game.GameRules
|
||||
|
||||
public readonly int Ammo = -1;
|
||||
public readonly ArmorType Armor = ArmorType.none;
|
||||
public readonly bool DoubleOwned = false;
|
||||
public readonly bool Cloakable = false;
|
||||
[Obsolete] public readonly bool DoubleOwned = false;
|
||||
[Obsolete] public readonly bool Cloakable = false;
|
||||
public readonly int Cost = 0;
|
||||
public readonly bool Crewed = false;
|
||||
public readonly bool Explodes = false;
|
||||
@@ -35,7 +36,7 @@ namespace OpenRa.Game.GameRules
|
||||
public readonly int ROT = 255;
|
||||
public readonly int Reload = 0;
|
||||
public readonly bool SelfHealing = false;
|
||||
public readonly bool Sensors = false; // no idea what this does
|
||||
[Obsolete] public readonly bool Sensors = false; // no idea what this does
|
||||
public readonly int Sight = 1;
|
||||
public readonly int Strength = 1;
|
||||
public readonly int TechLevel = -1;
|
||||
@@ -59,6 +60,10 @@ namespace OpenRa.Game.GameRules
|
||||
public readonly int UnloadFacing = 0;
|
||||
public readonly UnitMovementType[] PassengerTypes = null;
|
||||
|
||||
// weapon origins and firing angles within the turrets. 3 values per position.
|
||||
public readonly int[] PrimaryLocalOffset = { };
|
||||
public readonly int[] SecondaryLocalOffset = { };
|
||||
|
||||
public UnitInfo(string name) { Name = name; }
|
||||
}
|
||||
|
||||
|
||||
@@ -5,8 +5,8 @@ namespace OpenRa.Game.Graphics
|
||||
{
|
||||
public enum PaletteType
|
||||
{
|
||||
Gold, Blue, Red, Orange, Teal, Salmon, Green, Gray,
|
||||
Shadow, Invuln, Chrome, Shroud,
|
||||
Gold, Blue, Red, Orange, Teal, Salmon, Green, Gray,
|
||||
Shadow, Invuln, Disabled, Highlight, Shroud, Chrome,
|
||||
};
|
||||
|
||||
class HardwarePalette : Sheet
|
||||
@@ -21,12 +21,14 @@ namespace OpenRa.Game.Graphics
|
||||
AddPalette(pal);
|
||||
|
||||
foreach (string remap in new string[] { "blue", "red", "orange", "teal", "salmon", "green", "gray" })
|
||||
AddPalette(new Palette(pal, new PaletteRemap(FileSystem.Open(remap + ".rem"))));
|
||||
AddPalette(new Palette(pal, new PlayerColorRemap(FileSystem.Open(remap + ".rem"))));
|
||||
|
||||
AddPalette(new Palette(pal, new PaletteRemap(Color.FromArgb(140, 0, 0, 0))));
|
||||
AddPalette(pal); // iron curtain. todo: remap!
|
||||
AddPalette(pal); // chrome (it's like gold, but we're not going to hax it in palettemods)
|
||||
AddPalette(new Palette(pal, new ShroudPaletteRemap()));
|
||||
AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(140, 0, 0, 0)))); // Shadow
|
||||
AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(128, 128, 0, 0)))); // Invulnerable (Iron Curtain)
|
||||
AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(180, 0, 0, 0)))); // Disabled / Low power
|
||||
AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(128, 255, 255, 255)))); // Highlight
|
||||
AddPalette(new Palette(pal, new ShroudPaletteRemap())); // Shroud
|
||||
AddPalette(pal); // Chrome (it's like gold, but we're not going to hax it in palettemods)
|
||||
}
|
||||
|
||||
int AddPalette(Palette p)
|
||||
|
||||
@@ -242,6 +242,9 @@ namespace OpenRa.Game.Graphics
|
||||
{
|
||||
foreach (var tag in tags.GetTags())
|
||||
{
|
||||
if (tag == TagType.None)
|
||||
continue;
|
||||
|
||||
var tagImages = new Animation("pips");
|
||||
tagImages.PlayRepeating(tagStrings[(int)tag]);
|
||||
spriteRenderer.DrawSprite(tagImages.Image, tagxyBase + tagxyOffset, PaletteType.Chrome);
|
||||
|
||||
@@ -82,7 +82,10 @@
|
||||
<Compile Include="Combat.cs" />
|
||||
<Compile Include="Effects\Corpse.cs" />
|
||||
<Compile Include="Effects\DelayedAction.cs" />
|
||||
<Compile Include="Effects\FlashTarget.cs" />
|
||||
<Compile Include="Effects\InvulnEffect.cs" />
|
||||
<Compile Include="Effects\MoveFlash.cs" />
|
||||
<Compile Include="Effects\PowerDownIndicator.cs" />
|
||||
<Compile Include="Effects\RepairIndicator.cs" />
|
||||
<Compile Include="Effects\Smoke.cs" />
|
||||
<Compile Include="Effects\TeslaZap.cs" />
|
||||
@@ -96,8 +99,10 @@
|
||||
<Compile Include="GameRules\VoiceInfo.cs" />
|
||||
<Compile Include="Effects\IEffect.cs" />
|
||||
<Compile Include="Graphics\Minimap.cs" />
|
||||
<Compile Include="Orders\ChronoshiftSelfDestinationOrderGenerator.cs" />
|
||||
<Compile Include="Orders\ChronosphereSelectOrderGenerator.cs" />
|
||||
<Compile Include="Orders\IOrderSource.cs" />
|
||||
<Compile Include="Orders\IronCurtainOrderGenerator.cs" />
|
||||
<Compile Include="Orders\LocalOrderSource.cs" />
|
||||
<Compile Include="Effects\Missile.cs" />
|
||||
<Compile Include="Orders\NetworkOrderSource.cs" />
|
||||
@@ -215,6 +220,8 @@
|
||||
<Compile Include="Traits\Helicopter.cs" />
|
||||
<Compile Include="Traits\InvisibleToOthers.cs" />
|
||||
<Compile Include="Traits\ConstructionYard.cs" />
|
||||
<Compile Include="Traits\IronCurtain.cs" />
|
||||
<Compile Include="Traits\IronCurtainable.cs" />
|
||||
<Compile Include="Traits\MineImmune.cs" />
|
||||
<Compile Include="Traits\Minelayer.cs" />
|
||||
<Compile Include="Traits\LimitedAmmo.cs" />
|
||||
@@ -304,4 +311,4 @@
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
||||
</Project>
|
||||
@@ -35,6 +35,9 @@ namespace OpenRa.Game.Orders
|
||||
|
||||
public Cursor GetCursor(int2 xy, MouseInput mi)
|
||||
{
|
||||
if (!Game.LocalPlayer.Shroud.IsExplored(xy))
|
||||
return Cursor.MoveBlocked;
|
||||
|
||||
var movement = self.traits.WithInterface<IMovement>().FirstOrDefault();
|
||||
return (movement.CanEnterCell(xy)) ? Cursor.Chronoshift : Cursor.MoveBlocked;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Drawing;
|
||||
using OpenRa.Game.Traits;
|
||||
|
||||
namespace OpenRa.Game.Orders
|
||||
{
|
||||
class ChronoshiftSelfDestinationOrderGenerator : IOrderGenerator
|
||||
{
|
||||
public readonly Actor self;
|
||||
|
||||
public ChronoshiftSelfDestinationOrderGenerator(Actor self)
|
||||
{
|
||||
this.self = self;
|
||||
}
|
||||
|
||||
public IEnumerable<Order> Order(int2 xy, MouseInput mi)
|
||||
{
|
||||
if (mi.Button == MouseButton.Left)
|
||||
{
|
||||
Game.controller.CancelInputMode();
|
||||
yield break;
|
||||
}
|
||||
|
||||
yield return new Order("ChronoshiftSelf", self, null, xy, null);
|
||||
}
|
||||
|
||||
public void Tick() { }
|
||||
public void Render()
|
||||
{
|
||||
Game.worldRenderer.DrawSelectionBox(self, Color.White, true);
|
||||
}
|
||||
|
||||
public Cursor GetCursor(int2 xy, MouseInput mi)
|
||||
{
|
||||
if (!Game.LocalPlayer.Shroud.IsExplored(xy))
|
||||
return Cursor.MoveBlocked;
|
||||
|
||||
var movement = self.traits.WithInterface<IMovement>().FirstOrDefault();
|
||||
return (movement.CanEnterCell(xy)) ? Cursor.Chronoshift : Cursor.MoveBlocked;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -24,7 +24,7 @@ namespace OpenRa.Game.Orders
|
||||
var loc = mi.Location + Game.viewport.Location;
|
||||
var underCursor = Game.FindUnits(loc, loc)
|
||||
.Where(a => a.Owner == Game.LocalPlayer
|
||||
&& a.traits.WithInterface<IChronoshiftable>().Any()
|
||||
&& a.traits.WithInterface<Chronoshiftable>().Any()
|
||||
&& a.Info.Selectable).FirstOrDefault();
|
||||
|
||||
var unit = underCursor != null ? underCursor.Info as UnitInfo : null;
|
||||
|
||||
57
OpenRa.Game/Orders/IronCurtainOrderGenerator.cs
Normal file
57
OpenRa.Game/Orders/IronCurtainOrderGenerator.cs
Normal file
@@ -0,0 +1,57 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using OpenRa.Game.GameRules;
|
||||
using OpenRa.Game.Traits;
|
||||
|
||||
namespace OpenRa.Game.Orders
|
||||
{
|
||||
class IronCurtainOrderGenerator : IOrderGenerator
|
||||
{
|
||||
public IEnumerable<Order> Order(int2 xy, MouseInput mi)
|
||||
{
|
||||
if (mi.Button == MouseButton.Right)
|
||||
Game.controller.CancelInputMode();
|
||||
|
||||
return OrderInner(xy, mi);
|
||||
}
|
||||
|
||||
IEnumerable<Order> OrderInner(int2 xy, MouseInput mi)
|
||||
{
|
||||
if (mi.Button == MouseButton.Left)
|
||||
{
|
||||
var loc = mi.Location + Game.viewport.Location;
|
||||
var underCursor = Game.FindUnits(loc, loc)
|
||||
.Where(a => a.Owner == Game.LocalPlayer
|
||||
&& a.traits.Contains<IronCurtainable>()
|
||||
&& a.Info.Selectable).FirstOrDefault();
|
||||
|
||||
var unit = underCursor != null ? underCursor.Info as UnitInfo : null;
|
||||
|
||||
if (unit != null)
|
||||
{
|
||||
yield return new Order("IronCurtain", underCursor, null, int2.Zero, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Tick()
|
||||
{
|
||||
var hasStructure = Game.world.Actors
|
||||
.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<IronCurtain>());
|
||||
|
||||
if (!hasStructure)
|
||||
Game.controller.CancelInputMode();
|
||||
}
|
||||
|
||||
public void Render() { }
|
||||
|
||||
public Cursor GetCursor(int2 xy, MouseInput mi)
|
||||
{
|
||||
mi.Button = MouseButton.Left;
|
||||
return OrderInner(xy, mi).Any()
|
||||
? Cursor.Ability : Cursor.MoveBlocked;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -14,6 +14,11 @@ namespace OpenRa.Game
|
||||
Sprite[,] sprites = new Sprite[128, 128];
|
||||
bool dirty;
|
||||
|
||||
public bool IsExplored(int2 xy)
|
||||
{
|
||||
return explored[ xy.X, xy.Y ];
|
||||
}
|
||||
|
||||
public void Explore(Actor a)
|
||||
{
|
||||
foreach (var t in Game.FindTilesInCircle((1f / Game.CellSize * a.CenterLocation).ToInt2(), a.Info.Sight))
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using IjwFramework.Types;
|
||||
using OpenRa.Game.Effects;
|
||||
|
||||
@@ -72,7 +73,7 @@ namespace OpenRa.Game.Traits
|
||||
var unit = self.traits.GetOrDefault<Unit>();
|
||||
|
||||
if (self.Info.Primary != null && CheckFire(self, unit, self.Info.Primary, ref primaryFireDelay,
|
||||
self.Info.PrimaryOffset, ref primaryBurst))
|
||||
self.Info.PrimaryOffset, ref primaryBurst, self.Info.PrimaryLocalOffset))
|
||||
{
|
||||
secondaryFireDelay = Math.Max(4, secondaryFireDelay);
|
||||
primaryRecoil = 1;
|
||||
@@ -80,7 +81,7 @@ namespace OpenRa.Game.Traits
|
||||
}
|
||||
|
||||
if (self.Info.Secondary != null && CheckFire(self, unit, self.Info.Secondary, ref secondaryFireDelay,
|
||||
self.Info.SecondaryOffset ?? self.Info.PrimaryOffset, ref secondaryBurst))
|
||||
self.Info.SecondaryOffset ?? self.Info.PrimaryOffset, ref secondaryBurst, self.Info.SecondaryLocalOffset))
|
||||
{
|
||||
if (self.Info.SecondaryOffset != null) secondaryRecoil = 1;
|
||||
else primaryRecoil = 1;
|
||||
@@ -88,7 +89,7 @@ namespace OpenRa.Game.Traits
|
||||
}
|
||||
}
|
||||
|
||||
bool CheckFire(Actor self, Unit unit, string weaponName, ref int fireDelay, int[] offset, ref int burst)
|
||||
bool CheckFire(Actor self, Unit unit, string weaponName, ref int fireDelay, int[] offset, ref int burst, int[] localOffset)
|
||||
{
|
||||
if (fireDelay > 0) return false;
|
||||
|
||||
@@ -101,6 +102,17 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
if (!Combat.WeaponValidForTarget(weapon, target)) return false;
|
||||
|
||||
var numOffsets = (localOffset.Length + 2) / 3;
|
||||
if (numOffsets == 0) numOffsets = 1;
|
||||
var localOffsetForShot = burst % numOffsets;
|
||||
var thisLocalOffset = localOffset.Skip(3 * localOffsetForShot).Take(3).ToArray();
|
||||
|
||||
var fireOffset = new[] {
|
||||
offset.ElementAtOrDefault(0) + thisLocalOffset.ElementAtOrDefault(0),
|
||||
offset.ElementAtOrDefault(1) + thisLocalOffset.ElementAtOrDefault(1),
|
||||
offset.ElementAtOrDefault(2),
|
||||
offset.ElementAtOrDefault(3) };
|
||||
|
||||
if (--burst > 0)
|
||||
fireDelay = 5;
|
||||
else
|
||||
@@ -109,7 +121,7 @@ namespace OpenRa.Game.Traits
|
||||
burst = weapon.Burst;
|
||||
}
|
||||
|
||||
var firePos = self.CenterLocation.ToInt2() + Util.GetTurretPosition(self, unit, offset, 0f).ToInt2();
|
||||
var firePos = self.CenterLocation.ToInt2() + Util.GetTurretPosition(self, unit, fireOffset, 0f).ToInt2();
|
||||
var thisTarget = target; // closure.
|
||||
var destUnit = thisTarget.traits.GetOrDefault<Unit>();
|
||||
|
||||
@@ -121,9 +133,14 @@ namespace OpenRa.Game.Traits
|
||||
if( weapon.RenderAsTesla )
|
||||
Game.world.Add( new TeslaZap( firePos, thisTarget.CenterLocation.ToInt2() ) );
|
||||
|
||||
if( Rules.ProjectileInfo[ weapon.Projectile ].ROT != 0 )
|
||||
if (Rules.ProjectileInfo[weapon.Projectile].ROT != 0)
|
||||
{
|
||||
var fireFacing = thisLocalOffset.ElementAtOrDefault(2) +
|
||||
(self.traits.Contains<Turreted>() ? self.traits.Get<Turreted>().turretFacing : unit.Facing);
|
||||
|
||||
Game.world.Add(new Missile(weaponName, self.Owner, self,
|
||||
firePos, thisTarget, srcAltitude));
|
||||
firePos, thisTarget, srcAltitude, fireFacing));
|
||||
}
|
||||
else
|
||||
Game.world.Add(new Bullet(weaponName, self.Owner, self,
|
||||
firePos, thisTarget.CenterLocation.ToInt2(), srcAltitude, destAltitude));
|
||||
@@ -155,6 +172,9 @@ namespace OpenRa.Game.Traits
|
||||
{
|
||||
self.CancelActivity();
|
||||
QueueAttack(self, order);
|
||||
|
||||
if (self.Owner == Game.LocalPlayer)
|
||||
Game.world.AddFrameEndTask(w => w.Add(new FlashTarget(order.TargetActor)));
|
||||
}
|
||||
else
|
||||
target = null;
|
||||
|
||||
@@ -26,10 +26,9 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
protected override void QueueAttack( Actor self, Order order )
|
||||
{
|
||||
var b = self.traits.Get<Building>();
|
||||
if (b != null && b.InsuffientPower())
|
||||
if (self.traits.Contains<Building>() && self.traits.Get<Building>().Disabled)
|
||||
return;
|
||||
|
||||
|
||||
const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
|
||||
/* todo: choose the appropriate weapon, when only one works against this target */
|
||||
var weapon = order.Subject.Info.Primary ?? order.Subject.Info.Secondary;
|
||||
@@ -39,6 +38,7 @@ namespace OpenRa.Game.Traits
|
||||
Math.Max( 0, (int)Rules.WeaponInfo[ weapon ].Range - RangeTolerance ) ) );
|
||||
|
||||
target = order.TargetActor;
|
||||
|
||||
}
|
||||
|
||||
bool buildComplete = false;
|
||||
|
||||
@@ -9,13 +9,16 @@ using OpenRa.Game.Graphics;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class Building : INotifyDamage, IOrder, ITick, IRenderModifier
|
||||
class Building : INotifyDamage, IOrder, ITick
|
||||
{
|
||||
readonly Actor self;
|
||||
public readonly BuildingInfo unitInfo;
|
||||
bool isRepairing = false;
|
||||
bool isPoweredDown = false;
|
||||
|
||||
bool manuallyDisabled = false;
|
||||
public bool ManuallyDisabled { get { return manuallyDisabled; } }
|
||||
public bool Disabled { get { return (manuallyDisabled || (unitInfo.Powered && self.Owner.GetPowerState() != PowerState.Normal)); } }
|
||||
bool wasDisabled = false;
|
||||
|
||||
public Building(Actor self)
|
||||
{
|
||||
this.self = self;
|
||||
@@ -24,14 +27,9 @@ namespace OpenRa.Game.Traits
|
||||
* ((float2)self.Location + .5f * (float2)unitInfo.Dimensions);
|
||||
}
|
||||
|
||||
public bool InsuffientPower()
|
||||
{
|
||||
return (isPoweredDown || (unitInfo.Powered && self.Owner.GetPowerState() != PowerState.Normal));
|
||||
}
|
||||
|
||||
public int GetPowerUsage()
|
||||
{
|
||||
if (isPoweredDown)
|
||||
if (manuallyDisabled)
|
||||
return 0;
|
||||
|
||||
if (unitInfo.Power > 0) /* todo: is this how real-ra scales it? */
|
||||
@@ -40,32 +38,6 @@ namespace OpenRa.Game.Traits
|
||||
return unitInfo.Power;
|
||||
}
|
||||
|
||||
public Animation iconAnim;
|
||||
public IEnumerable<Renderable>
|
||||
ModifyRender(Actor self, IEnumerable<Renderable> rs)
|
||||
{
|
||||
if (!InsuffientPower())
|
||||
return rs;
|
||||
|
||||
List<Renderable> nrs = new List<Renderable>(rs);
|
||||
foreach(var r in rs)
|
||||
{
|
||||
// Need 2 shadows to make it dark enough
|
||||
nrs.Add(r.WithPalette(PaletteType.Shadow));
|
||||
nrs.Add(r.WithPalette(PaletteType.Shadow));
|
||||
}
|
||||
|
||||
if (isPoweredDown)
|
||||
{
|
||||
iconAnim = new Animation("powerdown");
|
||||
iconAnim.PlayRepeating("disabled");
|
||||
nrs.Add(new Renderable(iconAnim.Image, self.CenterLocation - 0.5f*iconAnim.Image.size, PaletteType.Chrome));
|
||||
}
|
||||
|
||||
|
||||
return nrs;
|
||||
}
|
||||
|
||||
public void Damaged(Actor self, AttackInfo e)
|
||||
{
|
||||
if (e.DamageState == DamageState.Dead)
|
||||
@@ -92,8 +64,8 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
if (order.OrderString == "PowerDown")
|
||||
{
|
||||
isPoweredDown = !isPoweredDown;
|
||||
Sound.Play((isPoweredDown) ? "bleep12.aud" : "bleep11.aud");
|
||||
manuallyDisabled = !manuallyDisabled;
|
||||
Sound.Play((manuallyDisabled) ? "bleep12.aud" : "bleep11.aud");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -101,6 +73,11 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
// If the disabled state has changed since the last frame
|
||||
if (Disabled ^ wasDisabled
|
||||
&& (wasDisabled = Disabled)) // Yes, I mean assignment
|
||||
Game.world.AddFrameEndTask(w => w.Add(new PowerDownIndicator(self)));
|
||||
|
||||
if (!isRepairing) return;
|
||||
|
||||
if (remainingTicks == 0)
|
||||
|
||||
@@ -30,13 +30,17 @@ namespace OpenRa.Game.Traits
|
||||
{
|
||||
if (order.OrderString == "Deploy")
|
||||
{
|
||||
Game.controller.orderGenerator = new ChronoshiftDestinationOrderGenerator(self);
|
||||
Game.controller.orderGenerator = new ChronoshiftSelfDestinationOrderGenerator(self);
|
||||
return;
|
||||
}
|
||||
|
||||
var movement = self.traits.WithInterface<IMovement>().FirstOrDefault();
|
||||
if (order.OrderString == "Chronoshift" && movement.CanEnterCell(order.TargetLocation))
|
||||
if (order.OrderString == "ChronoshiftSelf" && movement.CanEnterCell(order.TargetLocation))
|
||||
{
|
||||
// Cannot chronoshift into unexplored location
|
||||
if (!Game.LocalPlayer.Shroud.IsExplored(order.TargetLocation))
|
||||
return;
|
||||
|
||||
Game.controller.CancelInputMode();
|
||||
self.CancelActivity();
|
||||
self.QueueActivity(new Activities.Teleport(order.TargetLocation));
|
||||
|
||||
@@ -6,7 +6,7 @@ using System.Drawing;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class Chronoshiftable : IOrder, ISpeedModifier, ITick, IChronoshiftable
|
||||
class Chronoshiftable : IOrder, ISpeedModifier, ITick
|
||||
{
|
||||
// Return-to-sender logic
|
||||
int2 chronoshiftOrigin;
|
||||
@@ -46,12 +46,27 @@ namespace OpenRa.Game.Traits
|
||||
var movement = self.traits.WithInterface<IMovement>().FirstOrDefault();
|
||||
if (order.OrderString == "Chronoshift" && movement.CanEnterCell(order.TargetLocation))
|
||||
{
|
||||
|
||||
// Cannot chronoshift into unexplored location
|
||||
if (!Game.LocalPlayer.Shroud.IsExplored(order.TargetLocation))
|
||||
return;
|
||||
|
||||
// Set up return-to-sender info
|
||||
chronoshiftOrigin = self.Location;
|
||||
chronoshiftReturnTicks = (int)(Rules.General.ChronoDuration * 60 * 25);
|
||||
|
||||
// TODO: Kill cargo if Rules.General.ChronoKillCargo says so
|
||||
|
||||
var chronosphere = Game.world.Actors.Where(a => a.Owner == order.Subject.Owner && a.traits.Contains<Chronosphere>()).FirstOrDefault();
|
||||
|
||||
// Kill cargo
|
||||
if (Rules.General.ChronoKillCargo && self.traits.Contains<Cargo>())
|
||||
{
|
||||
var cargo = self.traits.Get<Cargo>();
|
||||
while (!cargo.IsEmpty(self))
|
||||
{
|
||||
if (chronosphere != null)
|
||||
chronosphere.Owner.Kills++;
|
||||
cargo.Unload(self);
|
||||
}
|
||||
}
|
||||
|
||||
// Set up the teleport
|
||||
Game.controller.CancelInputMode();
|
||||
@@ -63,7 +78,6 @@ namespace OpenRa.Game.Traits
|
||||
a.traits.Get<ChronoshiftPaletteEffect>().DoChronoshift();
|
||||
|
||||
// Play chronosphere active anim
|
||||
var chronosphere = Game.world.Actors.Where(a => a.Owner == order.Subject.Owner && a.traits.Contains<Chronosphere>()).FirstOrDefault();
|
||||
if (chronosphere != null)
|
||||
chronosphere.traits.Get<RenderBuilding>().PlayCustomAnim(chronosphere, "active");
|
||||
}
|
||||
|
||||
@@ -6,29 +6,27 @@ using OpenRa.Game.Orders;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class DemoTruck : IOrder, ISpeedModifier, INotifyDamage, IChronoshiftable
|
||||
class DemoTruck : Chronoshiftable, IOrder, INotifyDamage
|
||||
{
|
||||
readonly Actor self;
|
||||
public DemoTruck(Actor self)
|
||||
: base(self)
|
||||
{
|
||||
this.self = self;
|
||||
}
|
||||
|
||||
// Fire primary on Chronoshift
|
||||
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
|
||||
|
||||
public new void ResolveOrder(Actor self, Order order)
|
||||
{
|
||||
return null; // Chronoshift order is issued through Chrome.
|
||||
}
|
||||
|
||||
public void ResolveOrder(Actor self, Order order)
|
||||
{
|
||||
if (order.OrderString == "ChronosphereSelect")
|
||||
Game.controller.orderGenerator = new ChronoshiftDestinationOrderGenerator(self);
|
||||
|
||||
// Override chronoshifting action to detonate vehicle
|
||||
var movement = self.traits.WithInterface<IMovement>().FirstOrDefault();
|
||||
var chronosphere = Game.world.Actors.Where(a => a.Owner == order.Subject.Owner && a.traits.Contains<Chronosphere>()).FirstOrDefault();
|
||||
if (order.OrderString == "Chronoshift" && movement.CanEnterCell(order.TargetLocation))
|
||||
{
|
||||
self.InflictDamage(chronosphere, self.Health, Rules.WarheadInfo["Super"]);
|
||||
return;
|
||||
}
|
||||
|
||||
base.ResolveOrder(self, order);
|
||||
}
|
||||
|
||||
// Fire primary on death
|
||||
@@ -49,11 +47,5 @@ namespace OpenRa.Game.Traits
|
||||
w => w.Add(new Bullet(self.Info.Primary, detonatedBy.Owner, detonatedBy,
|
||||
detonateLocation, detonateLocation, altitude, altitude)));
|
||||
}
|
||||
|
||||
public float GetSpeedModifier()
|
||||
{
|
||||
// ARGH! You must not do this, it will desync!
|
||||
return (Game.controller.orderGenerator is ChronoshiftDestinationOrderGenerator) ? 0f : 1f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
12
OpenRa.Game/Traits/IronCurtain.cs
Normal file
12
OpenRa.Game/Traits/IronCurtain.cs
Normal file
@@ -0,0 +1,12 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class IronCurtain
|
||||
{
|
||||
public IronCurtain(Actor self) {}
|
||||
}
|
||||
}
|
||||
47
OpenRa.Game/Traits/IronCurtainable.cs
Normal file
47
OpenRa.Game/Traits/IronCurtainable.cs
Normal file
@@ -0,0 +1,47 @@
|
||||
using OpenRa.Game.Traits;
|
||||
using OpenRa.Game.Orders;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Drawing;
|
||||
using OpenRa.Game.Effects;
|
||||
using OpenRa.Game.Graphics;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class IronCurtainable: IOrder, IDamageModifier, ITick
|
||||
{
|
||||
int RemainingTicks = 0;
|
||||
|
||||
public IronCurtainable(Actor self) { }
|
||||
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
if (RemainingTicks > 0)
|
||||
RemainingTicks--;
|
||||
}
|
||||
public float GetDamageModifier()
|
||||
{
|
||||
return (RemainingTicks > 0) ? 0.0f : 1.0f;
|
||||
}
|
||||
|
||||
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
|
||||
{
|
||||
return null; // Chronoshift order is issued through Chrome.
|
||||
}
|
||||
|
||||
public void ResolveOrder(Actor self, Order order)
|
||||
{
|
||||
if (order.OrderString == "IronCurtain")
|
||||
{
|
||||
Game.controller.CancelInputMode();
|
||||
Game.world.AddFrameEndTask(w => w.Add(new InvulnEffect(self)));
|
||||
RemainingTicks = (int)(Rules.General.IronCurtain * 60 * 25);
|
||||
Sound.Play("ironcur9.aud");
|
||||
// Play active anim
|
||||
var ironCurtain = Game.world.Actors.Where(a => a.Owner == order.Subject.Owner && a.traits.Contains<IronCurtain>()).FirstOrDefault();
|
||||
if (ironCurtain != null)
|
||||
ironCurtain.traits.Get<RenderBuilding>().PlayCustomAnim(ironCurtain, "active");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,8 +4,11 @@ using System.Collections.Generic;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class Production : IProducer, ITags
|
||||
class Production : IOrder, IProducer, ITags
|
||||
{
|
||||
bool isPrimary = false;
|
||||
public bool IsPrimary { get { return isPrimary; } }
|
||||
|
||||
public Production( Actor self ) { }
|
||||
|
||||
public virtual int2? CreationLocation( Actor self, UnitInfo producee )
|
||||
@@ -50,7 +53,45 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
public IEnumerable<TagType> GetTags()
|
||||
{
|
||||
yield return (true) ? TagType.Primary : TagType.None;
|
||||
yield return (isPrimary) ? TagType.Primary : TagType.None;
|
||||
}
|
||||
|
||||
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
|
||||
{
|
||||
if (mi.Button == MouseButton.Right && underCursor == self)
|
||||
return new Order("Deploy", self, null, int2.Zero, null);
|
||||
return null;
|
||||
}
|
||||
|
||||
public void ResolveOrder(Actor self, Order order)
|
||||
{
|
||||
if (order.OrderString == "Deploy")
|
||||
{
|
||||
SetPrimaryProducer(self, !isPrimary);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetPrimaryProducer(Actor self, bool state)
|
||||
{
|
||||
if (state == false)
|
||||
{
|
||||
isPrimary = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Cancel existing primaries
|
||||
foreach (var p in (self.Info as BuildingInfo).Produces)
|
||||
{
|
||||
foreach (var b in Game.world.Actors.Where(x => x.traits.Contains<Production>()
|
||||
&& x.Owner == self.Owner
|
||||
&& x.traits.Get<Production>().IsPrimary == true
|
||||
&& (x.Info as BuildingInfo).Produces.Contains(p)))
|
||||
{
|
||||
b.traits.Get<Production>().SetPrimaryProducer(b, false);
|
||||
}
|
||||
}
|
||||
isPrimary = true;
|
||||
Sound.Play("pribldg1.aud");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -128,12 +128,36 @@ namespace OpenRa.Game.Traits
|
||||
{
|
||||
var newUnitType = Rules.UnitInfo[ name ];
|
||||
var producerTypes = Rules.TechTree.UnitBuiltAt( newUnitType );
|
||||
|
||||
// TODO: choose producer based on "primary building"
|
||||
var producer = Game.world.Actors
|
||||
.Where( x => producerTypes.Contains( x.Info ) && x.Owner == self.Owner )
|
||||
.FirstOrDefault();
|
||||
|
||||
Actor producer = null;
|
||||
|
||||
// Prioritise primary structure in build order
|
||||
var primaryProducers = Game.world.Actors
|
||||
.Where(x => x.traits.Contains<Production>()
|
||||
&& producerTypes.Contains(x.Info)
|
||||
&& x.Owner == self.Owner
|
||||
&& x.traits.Get<Production>().IsPrimary == true);
|
||||
|
||||
foreach (var p in primaryProducers)
|
||||
{
|
||||
// Ignore buildings that are disabled
|
||||
if (p.traits.Contains<Building>() && p.traits.Get<Building>().Disabled)
|
||||
continue;
|
||||
producer = p;
|
||||
break;
|
||||
}
|
||||
|
||||
// TODO: Be smart about disabled buildings. Units in progress should be paused(?)
|
||||
// Ignore this for now
|
||||
|
||||
// Pick the first available producer
|
||||
if (producer == null)
|
||||
{
|
||||
producer = Game.world.Actors
|
||||
.Where( x => producerTypes.Contains( x.Info ) && x.Owner == self.Owner )
|
||||
.FirstOrDefault();
|
||||
}
|
||||
|
||||
// Something went wrong somewhere...
|
||||
if( producer == null )
|
||||
{
|
||||
CancelProduction( Rules.UnitCategory[ name ] );
|
||||
|
||||
@@ -19,7 +19,7 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
// Check if powered
|
||||
var b = self.traits.Get<Building>();
|
||||
if (b != null && b.InsuffientPower())
|
||||
if (b != null && b.Disabled)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
|
||||
@@ -33,6 +33,7 @@ namespace OpenRa.Game.Traits
|
||||
public Animation Animation;
|
||||
public Func<float2> OffsetFunc;
|
||||
public Func<bool> DisableFunc;
|
||||
public int ZOffset;
|
||||
|
||||
public AnimationWithOffset( Animation a )
|
||||
: this( a, null, null )
|
||||
@@ -48,10 +49,9 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
public Renderable Image( Actor self )
|
||||
{
|
||||
if( OffsetFunc != null )
|
||||
return Util.Centered( self, Animation.Image, self.CenterLocation + OffsetFunc() );
|
||||
else
|
||||
return Util.Centered( self, Animation.Image, self.CenterLocation );
|
||||
var r = Util.Centered( self, Animation.Image, self.CenterLocation
|
||||
+ (OffsetFunc != null ? OffsetFunc() : float2.Zero) );
|
||||
return ZOffset != 0 ? r.WithZOffset(ZOffset) : r;
|
||||
}
|
||||
|
||||
public static implicit operator AnimationWithOffset( Animation a )
|
||||
|
||||
@@ -19,16 +19,16 @@ namespace OpenRa.Game.Traits
|
||||
turretAnim.PlayFacing( "turret", () => turreted.turretFacing );
|
||||
|
||||
if( self.Info.PrimaryOffset != null )
|
||||
anims.Add( "turret_1", new AnimationWithOffset(
|
||||
anims.Add("turret_1", new AnimationWithOffset(
|
||||
turretAnim,
|
||||
() => Util.GetTurretPosition( self, unit, self.Info.PrimaryOffset, attack.primaryRecoil ),
|
||||
null ) );
|
||||
() => Util.GetTurretPosition(self, unit, self.Info.PrimaryOffset, attack.primaryRecoil),
|
||||
null) { ZOffset = 1 });
|
||||
|
||||
if( self.Info.SecondaryOffset != null )
|
||||
anims.Add( "turret_2", new AnimationWithOffset(
|
||||
anims.Add("turret_2", new AnimationWithOffset(
|
||||
turretAnim,
|
||||
() => Util.GetTurretPosition( self, unit, self.Info.SecondaryOffset, attack.secondaryRecoil ),
|
||||
null ) );
|
||||
() => Util.GetTurretPosition(self, unit, self.Info.SecondaryOffset, attack.secondaryRecoil),
|
||||
null) { ZOffset = 1 });
|
||||
|
||||
if( self.Info.MuzzleFlash )
|
||||
{
|
||||
|
||||
@@ -22,7 +22,11 @@ namespace OpenRa.Game.Traits
|
||||
Order IssueOrder( Actor self, int2 xy, MouseInput mi, Actor underCursor );
|
||||
void ResolveOrder( Actor self, Order order );
|
||||
}
|
||||
interface IProducer { bool Produce( Actor self, UnitInfo producee ); }
|
||||
interface IProducer
|
||||
{
|
||||
bool Produce( Actor self, UnitInfo producee );
|
||||
void SetPrimaryProducer(Actor self, bool isPrimary);
|
||||
}
|
||||
interface IOccupySpace { IEnumerable<int2> OccupiedCells(); }
|
||||
interface INotifyAttack { void Attacking(Actor self); }
|
||||
interface IRenderModifier { IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r); }
|
||||
@@ -43,7 +47,6 @@ namespace OpenRa.Game.Traits
|
||||
bool IsCrushableBy(UnitMovementType umt, Player player);
|
||||
bool IsPathableCrush(UnitMovementType umt, Player player);
|
||||
}
|
||||
interface IChronoshiftable{}
|
||||
struct Renderable
|
||||
{
|
||||
public readonly Sprite Sprite;
|
||||
|
||||
@@ -54,15 +54,16 @@ MECH
|
||||
|
||||
[SHOK]
|
||||
Description=Tesla Trooper
|
||||
Traits=Unit, Mobile, AttackBase, RenderInfantry, TakeCover
|
||||
Traits=Unit, Mobile, AttackBase, RenderInfantry, TakeCover, Passenger
|
||||
SquadSize=1
|
||||
Voice=ShokVoice
|
||||
|
||||
[MECH]
|
||||
Description=Mechanic
|
||||
Traits=Unit, Mobile, AttackBase, RenderInfantry, TakeCover, SquishByTank
|
||||
SquadSize=1
|
||||
Voice=MechVoice
|
||||
Traits=Unit, Mobile, RenderInfantry, AutoHeal, AttackBase, TakeCover, SquishByTank, Passenger
|
||||
LongDesc=Heals nearby vehicles.\n Strong vs Nothing\n Weak vs Everything
|
||||
SelectionSize=12,17,0,-9
|
||||
|
||||
|
||||
|
||||
@@ -81,16 +82,13 @@ RenderAsTesla=true
|
||||
[TTankZap]
|
||||
RenderAsTesla=true
|
||||
|
||||
[GoodWrench]
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
[WarheadTypes]
|
||||
Mechanical
|
||||
|
||||
[Mechanical]
|
||||
; Stop the mechanic from `healing' people with his wrench
|
||||
Verses=0%,0%,100%,100%,100%
|
||||
Spread=1
|
||||
|
||||
[VoiceTypes]
|
||||
ShokVoice
|
||||
|
||||
@@ -8,7 +8,7 @@ E3 Works
|
||||
E4 Works
|
||||
E6 Works
|
||||
E7 Works
|
||||
MEDI Works
|
||||
MEDI Works
|
||||
SPY Infiltrate action missing
|
||||
THF Steal action missing
|
||||
C1,C2,Einstein,Kosygin Not implemented
|
||||
@@ -17,16 +17,16 @@ All tracked vehicles
|
||||
1TNK Works
|
||||
2TNK Works
|
||||
3TNK Works
|
||||
4TNK Gun, missile origins are wrong
|
||||
4TNK Works
|
||||
|
||||
Light vehicles
|
||||
V2RL Works
|
||||
APC Works
|
||||
APC Works
|
||||
MNLY Works
|
||||
MGG No gap
|
||||
MRJ No radar
|
||||
MGG No gap
|
||||
MRJ No radar
|
||||
JEEP Works
|
||||
MCV Works
|
||||
MCV Works
|
||||
HARV Works
|
||||
ARTY Works
|
||||
|
||||
@@ -48,3 +48,12 @@ DD depth charges don't work
|
||||
PT depth charges don't work
|
||||
LST Works
|
||||
|
||||
Aftermath Units:
|
||||
STNK Stealth effect looks wrong (turret alpha stacking)
|
||||
CTNK Missile origins are wrong
|
||||
TTNK Works
|
||||
DTRK Attack doesn't work; Scorches wrong
|
||||
QTNK No weapon
|
||||
MSUB Works
|
||||
SHOK Works
|
||||
MECH Cannot enter transports
|
||||
@@ -543,10 +543,9 @@ Armor=none
|
||||
TechLevel=2
|
||||
Sight=4
|
||||
Speed=3
|
||||
Owner=allies
|
||||
Owner=allies,soviet
|
||||
Cost=300
|
||||
Points=10
|
||||
DoubleOwned=yes
|
||||
|
||||
; Flamethrower
|
||||
[E4]
|
||||
@@ -602,7 +601,7 @@ Infiltrate=yes
|
||||
|
||||
; Tanya
|
||||
[E7]
|
||||
Prerequisite=atek
|
||||
Prerequisite=atek,stek
|
||||
Primary=Colt45
|
||||
Secondary=Colt45
|
||||
Strength=100
|
||||
@@ -615,7 +614,6 @@ Cost=1200
|
||||
Points=25
|
||||
Infiltrate=yes
|
||||
C4=yes
|
||||
DoubleOwned=yes
|
||||
|
||||
; field medic
|
||||
[MEDI]
|
||||
|
||||
@@ -74,7 +74,7 @@
|
||||
<sequence name="die3" start="432" length="8" />
|
||||
<sequence name="die4" start="440" length="12" />
|
||||
<sequence name="die5" start="452" length="18" />
|
||||
<sequence name="die6" start="0" length="14" src="electro" />
|
||||
<sequence name="die6" start="0" length="14" src="electro" />
|
||||
</unit>
|
||||
<unit name="mech">
|
||||
<sequence name="stand" start="0" length="8" />
|
||||
@@ -99,6 +99,15 @@
|
||||
<sequence name="die3" start="209" length="8" />
|
||||
<sequence name="die4" start="217" length="12" />
|
||||
<sequence name="die5" start="229" length="18" />
|
||||
<sequence name="die6" start="0" length="14" src="electro" />
|
||||
<sequence name="die6" start="0" length="14" src="electro" />
|
||||
<sequence name="heal" start="56" length="58" />
|
||||
<sequence name="standup-0" start="114" length="2" />
|
||||
<sequence name="standup-1" start="116" length="2" />
|
||||
<sequence name="standup-2" start="118" length="2" />
|
||||
<sequence name="standup-3" start="120" length="2" />
|
||||
<sequence name="standup-4" start="122" length="2" />
|
||||
<sequence name="standup-5" start="124" length="2" />
|
||||
<sequence name="standup-6" start="126" length="2" />
|
||||
<sequence name="standup-7" start="128" length="2" />
|
||||
</unit>
|
||||
</sequences>
|
||||
@@ -201,8 +201,10 @@
|
||||
</unit>
|
||||
<!-- iron curtain -->
|
||||
<unit name="iron">
|
||||
<sequence name="idle" start="0" length="11" />
|
||||
<sequence name="damaged-idle" start="11" length="11" />
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="active" start="0" length="11" />
|
||||
<sequence name="damaged-idle" start="11" length="1" />
|
||||
<sequence name="damaged-active" start="11" length="11" />
|
||||
<sequence name="make" start="0" length="*" src="ironmake" />
|
||||
</unit>
|
||||
<!-- chronosphere -->
|
||||
@@ -404,10 +406,10 @@
|
||||
<sequence name="ability-minimap" start="214" length="8" />
|
||||
</cursor>
|
||||
<cursor src="speed">
|
||||
<sequence name="powerdown" start="3" length="12" />
|
||||
<sequence name="powerdown" start="3" length="12" />
|
||||
</cursor>
|
||||
<unit name="powerdown">
|
||||
<sequence name="disabled" start="3" length="1" src="speed" />
|
||||
<sequence name="disabled" start="3" length="1" src="speed" />
|
||||
</unit>
|
||||
<unit name="120mm">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
@@ -1024,4 +1026,14 @@
|
||||
<sequence name="pressed" start="1" length="1" />
|
||||
<sequence name="disabled" start="2" length="1" />
|
||||
</unit>
|
||||
<unit name="tabs">
|
||||
<sequence name="left-normal" start="0" length="1" />
|
||||
<sequence name="left-pressed" start="1" length="1" />
|
||||
</unit>
|
||||
<unit name="dd-crnr">
|
||||
<sequence name="top-left" start="0" length="1" />
|
||||
<sequence name="top-right" start="1" length="1" />
|
||||
<sequence name="bottom-left" start="2" length="1" />
|
||||
<sequence name="bottom-right" start="3" length="1" />
|
||||
</unit>
|
||||
</sequences>
|
||||
113
units.ini
113
units.ini
@@ -16,47 +16,50 @@ MNLY.AT
|
||||
|
||||
[V2RL]
|
||||
Description=V2 Rocket
|
||||
Traits=Unit, Mobile, AttackBase, RenderUnitReload, AutoTarget, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, AttackBase, RenderUnitReload, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Long-range rocket artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
|
||||
[1TNK]
|
||||
Description=Light Tank
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
Recoil=2
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Light Tank, good for scouting.\n Strong vs Light Vehicles\n Weak vs Tanks, Aircraft
|
||||
[2TNK]
|
||||
Description=Medium Tank
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
Recoil=3
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Allied Main Battle Tank.\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft
|
||||
[3TNK]
|
||||
Description=Heavy Tank
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
Recoil=3
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Soviet Main Battle Tank, with dual cannons\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft
|
||||
[4TNK]
|
||||
Description=Mammoth Tank
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Big and slow tank, with anti-air capability.\n Strong vs Tanks, Aircraft\n Weak vs Infantry
|
||||
PrimaryLocalOffset=-4,-5,0,4,-5,0
|
||||
SecondaryLocalOffset=-7,2,25,7,2,-25
|
||||
Recoil=4
|
||||
[ARTY]
|
||||
Description=Artillery
|
||||
Traits=Unit, Mobile, AttackBase, RenderUnit, Explodes, AutoTarget, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, AttackBase, RenderUnit, Explodes, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Long-range artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
|
||||
[JEEP]
|
||||
Description=Ranger
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
PrimaryOffset=0,0,0,-2
|
||||
MuzzleFlash=yes
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks, Aircraft
|
||||
[APC]
|
||||
Description=Armored Personnel Carrier
|
||||
Traits=Unit, Mobile, AttackBase, RenderUnitMuzzleFlash, AutoTarget, Repairable, Chronoshiftable, Cargo, Passenger
|
||||
Traits=Unit, Mobile, AttackBase, RenderUnitMuzzleFlash, AutoTarget, Repairable, Chronoshiftable, Cargo, Passenger, IronCurtainable
|
||||
PrimaryOffset=0,0,0,-4
|
||||
MuzzleFlash=yes
|
||||
Voice=VehicleVoice
|
||||
@@ -67,40 +70,40 @@ PassengerTypes=Foot
|
||||
;; non-combat vehicles
|
||||
[MRJ]
|
||||
Description=Radar Jammer
|
||||
Traits=Unit, Mobile, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
PrimaryOffset=0,4,0,-6
|
||||
SelectionPriority=3
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Hides nearby units on the enemy's minimap.\n Unarmed
|
||||
[MGG]
|
||||
Description=Mobile Gap Generator
|
||||
Traits=Unit, Mobile, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
PrimaryOffset=0,6,0,-3
|
||||
SelectionPriority=3
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Regenerates Fog of War in a small area \naround the unit.\n Unarmed
|
||||
[HARV]
|
||||
Description=Ore Truck
|
||||
Traits=Harvester, Unit, Mobile, RenderUnit, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Harvester, Unit, Mobile, RenderUnit, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
SelectionPriority=7
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Collects Ore and Gems for processing.\n Unarmed
|
||||
[MCV]
|
||||
Description=Mobile Construction Vehicle
|
||||
Traits=Unit, Mobile, McvDeploy, RenderUnit, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, McvDeploy, RenderUnit, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
SelectionPriority=3
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Deploys into another Construction Yard.\n Unarmed
|
||||
|
||||
[MNLY.AP]
|
||||
Description=Minelayer (Anti-Personnel)
|
||||
Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable, LimitedAmmo, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable, LimitedAmmo, Chronoshiftable, Passenger, IronCurtainable
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed
|
||||
Primary=MINP ;; temporary hack
|
||||
[MNLY.AT]
|
||||
Description=Minelayer (Anti-Tank)
|
||||
Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable, LimitedAmmo, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable, LimitedAmmo, Chronoshiftable, Passenger, IronCurtainable
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed
|
||||
Primary=MINV ;; temporary hack
|
||||
@@ -118,21 +121,21 @@ PT
|
||||
Description=Submarine
|
||||
WaterBound=yes
|
||||
BuiltAt=spen
|
||||
Traits=Unit, Mobile, RenderUnit, Submarine, AttackBase, Chronoshiftable
|
||||
Traits=Unit, Mobile, RenderUnit, Submarine, AttackBase, Chronoshiftable, IronCurtainable
|
||||
FireDelay=2
|
||||
LongDesc=Submerged anti-ship unit armed with \ntorpedoes.\n Strong vs Ships\n Weak vs Everything\n Special Ability: Submerge
|
||||
[DD]
|
||||
Description=Destroyer
|
||||
WaterBound=yes
|
||||
BuiltAt=syrd
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable, IronCurtainable
|
||||
PrimaryOffset=0,-8,0,-3
|
||||
LongDesc=Fast multi-role ship. \n Strong vs Submarines, Aircraft\n Weak vs Infantry, Tanks
|
||||
[CA]
|
||||
Description=Cruiser
|
||||
WaterBound=yes
|
||||
BuiltAt=syrd
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable, IronCurtainable
|
||||
PrimaryOffset=0,17,0,-2
|
||||
SecondaryOffset=0,-17,0,-2
|
||||
LongDesc=Very slow long-range ship. \n Strong vs Buildings\n Weak vs Ships, Submarines
|
||||
@@ -140,14 +143,14 @@ Recoil=3
|
||||
[LST]
|
||||
Description=Transport
|
||||
WaterBound=yes
|
||||
Traits=Unit, Mobile, RenderUnit, Cargo
|
||||
Traits=Unit, Mobile, RenderUnit, Cargo, IronCurtainable
|
||||
LongDesc=General-purpose naval transport.\nCan carry infantry and tanks.\n Unarmed
|
||||
PassengerTypes=Foot,Wheel,Track
|
||||
[PT]
|
||||
Description=Gunboat
|
||||
WaterBound=yes
|
||||
BuiltAt=syrd
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable, IronCurtainable
|
||||
PrimaryOffset=0,-6,0,-1
|
||||
LongDesc=Light scout & support ship. \n Strong vs Ships, Submarines\n Weak vs Aircraft
|
||||
|
||||
@@ -168,13 +171,13 @@ HIND
|
||||
[MIG]
|
||||
Description=Mig Attack Plane
|
||||
BuiltAt=afld
|
||||
Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo
|
||||
Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo, IronCurtainable
|
||||
InitialFacing=192
|
||||
LongDesc=Fast Ground-Attack Plane.\n Strong vs Buildings\n Weak vs Infantry, Light Vehicles
|
||||
[YAK]
|
||||
Description=Yak Attack Plane
|
||||
BuiltAt=afld
|
||||
Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo
|
||||
Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo, IronCurtainable
|
||||
InitialFacing=192
|
||||
LongDesc=Anti-Tanks & Anti-Infantry Plane.\n Strong vs Infantry, Tanks\n Weak vs Buildings
|
||||
[TRAN]
|
||||
@@ -182,14 +185,14 @@ Description=Transport Helicopter
|
||||
RotorOffset=0,14,0,-4
|
||||
RotorOffset2=0,-14,0,-2
|
||||
BuiltAt=hpad
|
||||
Traits=Unit, Helicopter, RenderUnitRotor, WithShadow, Cargo
|
||||
Traits=Unit, Helicopter, RenderUnitRotor, WithShadow, Cargo, IronCurtainable
|
||||
InitialFacing=20
|
||||
LongDesc=Fast Infantry Transport Helicopter.\n Unarmed
|
||||
PassengerTypes=Foot
|
||||
[HELI]
|
||||
Description=Longbow
|
||||
BuiltAt=hpad
|
||||
Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo
|
||||
Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo, IronCurtainable
|
||||
RotorOffset=0,0,0,-2
|
||||
PrimaryOffset=-5,0,0,2
|
||||
SecondaryOffset=5,0,0,2
|
||||
@@ -198,7 +201,7 @@ LongDesc=Helicopter Gunship with AG Missiles.\n Strong vs Buildings, Tanks\n W
|
||||
[HIND]
|
||||
Description=Hind
|
||||
BuiltAt=hpad
|
||||
Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo
|
||||
Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo, IronCurtainable
|
||||
PrimaryOffset=-5,0,0,2
|
||||
SecondaryOffset=5,0,0,2
|
||||
InitialFacing=20
|
||||
@@ -226,21 +229,21 @@ MSLO
|
||||
|
||||
[PBOX]
|
||||
Description=Pillbox
|
||||
Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget
|
||||
Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget, IronCurtainable
|
||||
Dimensions=1,1
|
||||
Footprint=x
|
||||
SelectionPriority=3
|
||||
LongDesc=Basic defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
|
||||
[HBOX]
|
||||
Description=Camo Pillbox
|
||||
Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget
|
||||
Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget, IronCurtainable
|
||||
Dimensions=1,1
|
||||
Footprint=x
|
||||
SelectionPriority=3
|
||||
LongDesc=Hidden defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
|
||||
[TSLA]
|
||||
Description=Tesla Coil
|
||||
Traits=Building, Turreted, RenderBuildingCharge, AttackTurreted, AutoTarget
|
||||
Traits=Building, Turreted, RenderBuildingCharge, AttackTurreted, AutoTarget, IronCurtainable
|
||||
Dimensions=1,2
|
||||
Footprint=_ x
|
||||
SelectionPriority=3
|
||||
@@ -248,7 +251,7 @@ FireDelay=8
|
||||
LongDesc=Advanced base defense. Requires power\nto operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft
|
||||
[GUN]
|
||||
Description=Turret
|
||||
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget
|
||||
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget, IronCurtainable
|
||||
Dimensions=1,1
|
||||
Footprint=x
|
||||
SelectionPriority=3
|
||||
@@ -256,7 +259,7 @@ InitialFacing=50
|
||||
LongDesc=Anti-Armor base defense.\n Strong vs Tanks\n Weak vs Infantry, Aircraft
|
||||
[AGUN]
|
||||
Description=AA Gun
|
||||
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget
|
||||
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget, IronCurtainable
|
||||
Dimensions=1,2
|
||||
Footprint=_ x
|
||||
SelectionPriority=3
|
||||
@@ -264,14 +267,14 @@ InitialFacing=224
|
||||
LongDesc=Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
|
||||
[FTUR]
|
||||
Description=Flame Turret
|
||||
Traits=Turreted, Building, RenderBuilding, AttackTurreted, AutoTarget
|
||||
Traits=Turreted, Building, RenderBuilding, AttackTurreted, AutoTarget, IronCurtainable
|
||||
Dimensions=1,1
|
||||
Footprint=x
|
||||
SelectionPriority=3
|
||||
LongDesc=Anti-Infantry base defense.\n Strong vs Infantry\n Weak vs Aircraft
|
||||
[SAM]
|
||||
Description=SAM Site
|
||||
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget
|
||||
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget, IronCurtainable
|
||||
Dimensions=2,1
|
||||
Footprint=xx
|
||||
SelectionPriority=3
|
||||
@@ -279,28 +282,28 @@ LongDesc=Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
|
||||
|
||||
[MSLO]
|
||||
Description=Missile Silo
|
||||
Traits=Building, RenderBuilding
|
||||
Traits=Building, RenderBuilding, IronCurtainable
|
||||
Dimensions=2,1
|
||||
Footprint=xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Launches a devastating nuclear strike.\n Strong vs Infantry, Buildings\n Weak vs Tanks\n Special Ability: Nuclear Missile
|
||||
[IRON]
|
||||
Description=Iron Curtain
|
||||
Traits=Building, RenderBuilding
|
||||
Traits=Building, RenderBuilding, IronCurtainable, IronCurtain
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Makes a group of units invulnerable for a \nshort time.\n Special Ability: Invulnerability
|
||||
[PDOX]
|
||||
Description=Chronosphere
|
||||
Traits=Building, RenderBuilding, Chronosphere
|
||||
Traits=Building, RenderBuilding, Chronosphere, IronCurtainable
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Teleports a group of units from one place \nto another, for a limited time.\n Special Ability: Chronoshift
|
||||
LongDesc=Teleports a unit from one place \nto another, for a limited time.\n Special Ability: Chronoshift
|
||||
[GAP]
|
||||
Description=Gap Generator
|
||||
Traits=Building, RenderBuilding
|
||||
Traits=Building, RenderBuilding, IronCurtainable
|
||||
Dimensions=1,2
|
||||
Footprint=_ x
|
||||
SelectionPriority=3
|
||||
@@ -345,14 +348,14 @@ MINV
|
||||
; `Produces` is a category of objects that this building can produce.
|
||||
[ATEK]
|
||||
Description=Allied Tech Center
|
||||
Traits=Building, RenderBuilding
|
||||
Traits=Building, RenderBuilding, IronCurtainable
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Provides Allied advanced technologies.\n Special Ability: GPS Satellite
|
||||
[WEAP]
|
||||
Description=War Factory
|
||||
Traits=Building, RenderWarFactory, RenderBuilding, RallyPoint, Production
|
||||
Traits=Building, RenderWarFactory, RenderBuilding, RallyPoint, Production, IronCurtainable
|
||||
Dimensions=3,2
|
||||
Footprint=xxx xxx
|
||||
Produces=Vehicle
|
||||
@@ -361,7 +364,7 @@ SelectionPriority=3
|
||||
LongDesc=Produces tanks & light vehicles.
|
||||
[SYRD]
|
||||
Description=Shipyard
|
||||
Traits=Building, RenderBuilding, ProductionSurround
|
||||
Traits=Building, RenderBuilding, ProductionSurround, IronCurtainable
|
||||
Dimensions=3,3
|
||||
Footprint=xxx xxx xxx
|
||||
Produces=Ship
|
||||
@@ -369,7 +372,7 @@ SelectionPriority=3
|
||||
LongDesc=Produces and repairs ships
|
||||
[SPEN]
|
||||
Description=Sub Pen
|
||||
Traits=Building, RenderBuilding, ProductionSurround
|
||||
Traits=Building, RenderBuilding, ProductionSurround, IronCurtainable
|
||||
Dimensions=3,3
|
||||
Footprint=xxx xxx xxx
|
||||
Produces=Ship
|
||||
@@ -377,7 +380,7 @@ SelectionPriority=3
|
||||
LongDesc=Produces and repairs submarines and \ntransports
|
||||
[FACT]
|
||||
Description=Construction Yard
|
||||
Traits=Building, RenderBuilding, ConstructionYard
|
||||
Traits=Building, RenderBuilding, ConstructionYard, IronCurtainable
|
||||
Dimensions=3,3
|
||||
Footprint=xxx xxx xxx
|
||||
Produces=Building,Defense
|
||||
@@ -385,7 +388,7 @@ SelectionPriority=3
|
||||
LongDesc=Produces other structures
|
||||
[PROC]
|
||||
Description=Ore Refinery
|
||||
Traits=Building, RenderBuilding, AcceptsOre, StoresOre
|
||||
Traits=Building, RenderBuilding, AcceptsOre, StoresOre, IronCurtainable
|
||||
Dimensions=3,3
|
||||
Footprint=_x_ xxx x==
|
||||
SelectionPriority=3
|
||||
@@ -393,7 +396,7 @@ OrePips=17
|
||||
LongDesc=Converts Ore and Gems into money
|
||||
[SILO]
|
||||
Description=Silo
|
||||
Traits=Building, RenderBuildingOre, StoresOre
|
||||
Traits=Building, RenderBuildingOre, StoresOre, IronCurtainable
|
||||
Dimensions=1,1
|
||||
Footprint=x
|
||||
SelectionPriority=3
|
||||
@@ -402,7 +405,7 @@ LongDesc=Stores excess harvested Ore
|
||||
|
||||
[HPAD]
|
||||
Description=Helipad
|
||||
Traits=Building, RenderBuilding, Production, BelowUnits, Reservable
|
||||
Traits=Building, RenderBuilding, Production, BelowUnits, Reservable, IronCurtainable
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
Produces=Plane
|
||||
@@ -411,14 +414,14 @@ SpawnOffset=0,-4
|
||||
LongDesc=Produces and reloads helicopters
|
||||
[DOME]
|
||||
Description=Radar Dome
|
||||
Traits=Building, RenderBuilding, ProvidesRadar
|
||||
Traits=Building, RenderBuilding, ProvidesRadar, IronCurtainable
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Provides an overview of the battlefield.\n Requires power to operate.
|
||||
[AFLD]
|
||||
Description=Airstrip
|
||||
Traits=Building, RenderBuilding, Production, BelowUnits, Reservable
|
||||
Traits=Building, RenderBuilding, Production, BelowUnits, Reservable, IronCurtainable
|
||||
Dimensions=3,2
|
||||
Footprint=xxx xxx
|
||||
Produces=Plane
|
||||
@@ -426,28 +429,28 @@ SelectionPriority=3
|
||||
LongDesc=Produces and reloads planes\n Special Ability: Paratroopers\n Special Ability: Spy Plane
|
||||
[POWR]
|
||||
Description=Power Plant
|
||||
Traits=Building, RenderBuilding
|
||||
Traits=Building, RenderBuilding, IronCurtainable
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Provides power for other structures
|
||||
[APWR]
|
||||
Description=Advanced Power Plant
|
||||
Traits=Building, RenderBuilding
|
||||
Traits=Building, RenderBuilding, IronCurtainable
|
||||
Dimensions=3,3
|
||||
Footprint=___ xxx xxx
|
||||
SelectionPriority=3
|
||||
LongDesc=Provides more power, cheaper than the \nstandard Power Plant
|
||||
[STEK]
|
||||
Description=Soviet Tech Center
|
||||
Traits=Building, RenderBuilding
|
||||
Traits=Building, RenderBuilding, IronCurtainable
|
||||
Dimensions=3,2
|
||||
Footprint=xxx xxx
|
||||
SelectionPriority=3
|
||||
LongDesc=Provides Soviet advanced technologies
|
||||
[BARR]
|
||||
Description=Soviet Barracks
|
||||
Traits=Building, RenderBuilding, RallyPoint, Production
|
||||
Traits=Building, RenderBuilding, RallyPoint, Production, IronCurtainable
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
Produces=Infantry
|
||||
@@ -456,7 +459,7 @@ SelectionPriority=3
|
||||
LongDesc=Produces infantry
|
||||
[TENT]
|
||||
Description=Allied Barracks
|
||||
Traits=Building, RenderBuilding, RallyPoint, Production
|
||||
Traits=Building, RenderBuilding, RallyPoint, Production, IronCurtainable
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
Produces=Infantry
|
||||
@@ -465,7 +468,7 @@ SelectionPriority=3
|
||||
LongDesc=Produces infantry
|
||||
[KENN]
|
||||
Description=Kennel
|
||||
Traits=Building, RenderBuilding, RallyPoint, Production
|
||||
Traits=Building, RenderBuilding, RallyPoint, Production, IronCurtainable
|
||||
Dimensions=1,1
|
||||
Footprint=x
|
||||
RallyPoint=1,2
|
||||
@@ -473,21 +476,21 @@ SelectionPriority=3
|
||||
LongDesc=Produces attack dogs
|
||||
[FIX]
|
||||
Description=Service Depot
|
||||
Traits=Building, RenderBuilding, BelowUnits, Reservable
|
||||
Traits=Building, RenderBuilding, BelowUnits, Reservable, IronCurtainable
|
||||
Dimensions=3,3
|
||||
Footprint=_x_ xxx _x_
|
||||
SelectionPriority=3
|
||||
LongDesc=Repairs vehicles, reloads minelayers, and \nallows the construction of additional bases.
|
||||
[FACF]
|
||||
Description=Fake Construction Yard
|
||||
Traits=Building, RenderBuilding, Fake
|
||||
Traits=Building, RenderBuilding, Fake, IronCurtainable
|
||||
Dimensions=3,3
|
||||
Footprint=xxx xxx xxx
|
||||
SelectionPriority=3
|
||||
LongDesc=Looks like a Construction Yard.
|
||||
[WEAF]
|
||||
Description=Fake War Factory
|
||||
Traits=Building, RenderWarFactory, RenderBuilding, Fake
|
||||
Traits=Building, RenderWarFactory, RenderBuilding, Fake, IronCurtainable
|
||||
Dimensions=3,2
|
||||
Footprint=xxx xxx
|
||||
SelectionPriority=3
|
||||
|
||||
Reference in New Issue
Block a user