Split out RenderInfantryProne

This commit is contained in:
Paul Chote
2011-02-17 21:10:44 +13:00
parent 6b80cfc9d4
commit 06bf38b526
4 changed files with 68 additions and 42 deletions

View File

@@ -16,7 +16,7 @@ using OpenRA.Mods.RA.Move;
namespace OpenRA.Mods.RA.Render namespace OpenRA.Mods.RA.Render
{ {
public class RenderInfantryInfo : RenderSimpleInfo public class RenderInfantryInfo : RenderSimpleInfo, ITraitPrerequisite<MobileInfo>
{ {
public readonly int MinIdleWaitTicks = 30; public readonly int MinIdleWaitTicks = 30;
public readonly int MaxIdleWaitTicks = 110; public readonly int MaxIdleWaitTicks = 110;
@@ -37,8 +37,7 @@ namespace OpenRA.Mods.RA.Render
}; };
public bool Panicked = false; public bool Panicked = false;
public bool Prone = false; protected bool dirty = false;
bool wasProne = false;
RenderInfantryInfo Info; RenderInfantryInfo Info;
string idleSequence; string idleSequence;
@@ -46,8 +45,7 @@ namespace OpenRA.Mods.RA.Render
protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence) protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)
{ {
var prefix = Prone ? "prone-" : var prefix = Panicked ? "panic-" : "";
Panicked ? "panic-" : "";
if (anim.HasSequence(prefix + baseSequence)) if (anim.HasSequence(prefix + baseSequence))
return prefix + baseSequence; return prefix + baseSequence;
@@ -57,7 +55,7 @@ namespace OpenRA.Mods.RA.Render
protected virtual bool AllowIdleAnimation(Actor self) protected virtual bool AllowIdleAnimation(Actor self)
{ {
return Info.IdleAnimations.Length > 0 && !Prone && !Panicked; return Info.IdleAnimations.Length > 0 && !Panicked;
} }
public AnimationState State { get; private set; } public AnimationState State { get; private set; }
@@ -84,17 +82,17 @@ namespace OpenRA.Mods.RA.Render
{ {
base.Tick(self); base.Tick(self);
if ((State == AnimationState.Moving || wasProne != Prone) && !mobile.IsMoving) if ((State == AnimationState.Moving || dirty) && !mobile.IsMoving)
{ {
State = AnimationState.Waiting; State = AnimationState.Waiting;
anim.PlayFetchIndex(NormalizeInfantrySequence(self, "stand"), () => 0); anim.PlayFetchIndex(NormalizeInfantrySequence(self, "stand"), () => 0);
} }
else if ((State != AnimationState.Moving || wasProne != Prone) && mobile.IsMoving) else if ((State != AnimationState.Moving || dirty) && mobile.IsMoving)
{ {
State = AnimationState.Moving; State = AnimationState.Moving;
anim.PlayRepeating(NormalizeInfantrySequence(self, "run")); anim.PlayRepeating(NormalizeInfantrySequence(self, "run"));
} }
wasProne = Prone; dirty = false;
} }
public void TickIdle(Actor self) public void TickIdle(Actor self)

View File

@@ -14,7 +14,7 @@ using OpenRA.Mods.RA.Render;
namespace OpenRA.Mods.RA namespace OpenRA.Mods.RA
{ {
class TakeCoverInfo : ITraitInfo, ITraitPrerequisite<RenderInfantryInfo> public class TakeCoverInfo : ITraitInfo
{ {
public readonly int ProneTime = 100; /* ticks, =4s */ public readonly int ProneTime = 100; /* ticks, =4s */
public readonly float ProneDamage = .5f; public readonly float ProneDamage = .5f;
@@ -23,7 +23,7 @@ namespace OpenRA.Mods.RA
} }
// Infantry prone behavior // Infantry prone behavior
class TakeCover : ITick, INotifyDamage, IDamageModifier, ISpeedModifier, ISync public class TakeCover : ITick, INotifyDamage, IDamageModifier, ISpeedModifier, ISync
{ {
TakeCoverInfo Info; TakeCoverInfo Info;
[Sync] [Sync]
@@ -38,25 +38,14 @@ namespace OpenRA.Mods.RA
public void Damaged(Actor self, AttackInfo e) public void Damaged(Actor self, AttackInfo e)
{ {
if (e.Damage > 0) /* Don't go prone when healed */ if (e.Damage > 0 && e.Warhead == null || !e.Warhead.PreventProne) /* Don't go prone when healed */
{
if (e.Warhead == null || !e.Warhead.PreventProne)
{
remainingProneTime = Info.ProneTime; remainingProneTime = Info.ProneTime;
self.Trait<RenderInfantry>().Prone = true;
}
}
} }
public void Tick(Actor self) public void Tick(Actor self)
{ {
if (!IsProne) if (IsProne)
return; remainingProneTime--;
//var ri = self.Trait<RenderInfantry>();
if (--remainingProneTime <= 0)
self.Trait<RenderInfantry>().Prone = false;
} }
public float GetDamageModifier(Actor attacker, WarheadInfo warhead ) public float GetDamageModifier(Actor attacker, WarheadInfo warhead )
@@ -69,4 +58,45 @@ namespace OpenRA.Mods.RA
return IsProne ? Info.ProneSpeed : 1m; return IsProne ? Info.ProneSpeed : 1m;
} }
} }
class RenderInfantryProneInfo : RenderInfantryInfo, ITraitPrerequisite<TakeCoverInfo>
{
public override object Create(ActorInitializer init) { return new RenderInfantryProne(init.self, this); }
}
class RenderInfantryProne : RenderInfantry
{
readonly TakeCover tc;
bool wasProne;
public RenderInfantryProne(Actor self, RenderInfantryProneInfo info)
: base(self, info)
{
tc = self.Trait<TakeCover>();
}
protected override string NormalizeInfantrySequence(Actor self, string baseSequence)
{
var prefix = tc != null && tc.IsProne ? "prone-" : "";
if (anim.HasSequence(prefix + baseSequence))
return prefix + baseSequence;
else
return baseSequence;
}
protected override bool AllowIdleAnimation(Actor self)
{
return base.AllowIdleAnimation(self) && !tc.IsProne;
}
public override void Tick (Actor self)
{
if (wasProne != tc.IsProne)
dirty = true;
wasProne = tc.IsProne;
base.Tick(self);
}
}
} }

View File

@@ -112,7 +112,8 @@
TargetTypes: Ground TargetTypes: Ground
Buildable: Buildable:
Queue: Infantry Queue: Infantry
RenderInfantry: TakeCover:
RenderInfantryProne:
AutoTarget: AutoTarget:
AttackMove: AttackMove:
Passenger: Passenger:
@@ -132,6 +133,9 @@
Inherits: ^Infantry Inherits: ^Infantry
-Buildable: -Buildable:
-AutoTarget: -AutoTarget:
-TakeCover:
-RenderInfantryProne:
RenderInfantry:
AppearsOnRadar: AppearsOnRadar:
Selectable: Selectable:
Voice: CivilianMaleVoice Voice: CivilianMaleVoice

View File

@@ -17,8 +17,7 @@ E1:
HP: 50 HP: 50
AttackFrontal: AttackFrontal:
PrimaryWeapon: M16 PrimaryWeapon: M16
TakeCover: RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2,idle3,idle4 IdleAnimations: idle1,idle2,idle3,idle4
E2: E2:
Inherits: ^Infantry Inherits: ^Infantry
@@ -42,8 +41,7 @@ E2:
PrimaryWeapon: Grenade PrimaryWeapon: Grenade
PrimaryOffset: 0,0,0,-10 PrimaryOffset: 0,0,0,-10
FireDelay: 15 FireDelay: 15
TakeCover: RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2 IdleAnimations: idle1,idle2
E3: E3:
@@ -67,8 +65,7 @@ E3:
PrimaryWeapon: Rockets PrimaryWeapon: Rockets
PrimaryOffset: 0,0,0,-10 PrimaryOffset: 0,0,0,-10
FireDelay: 5 FireDelay: 5
TakeCover: RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2 IdleAnimations: idle1,idle2
E4: E4:
@@ -93,9 +90,8 @@ E4:
PrimaryWeapon: Flamethrower PrimaryWeapon: Flamethrower
PrimaryOffset: 0,0,0,-5 PrimaryOffset: 0,0,0,-5
FireDelay: 3 FireDelay: 3
TakeCover:
WithMuzzleFlash: WithMuzzleFlash:
RenderInfantry: RenderInfantryProne:
IdleAnimations: idle1,idle2 IdleAnimations: idle1,idle2
E5: E5:
@@ -120,10 +116,9 @@ E5:
PrimaryWeapon: Chemspray PrimaryWeapon: Chemspray
PrimaryOffset: 0,0,0,-5 PrimaryOffset: 0,0,0,-5
FireDelay: 3 FireDelay: 3
TakeCover:
WithMuzzleFlash: WithMuzzleFlash:
-PoisonedByTiberium: -PoisonedByTiberium:
RenderInfantry: RenderInfantryProne:
IdleAnimations: idle1,idle2 IdleAnimations: idle1,idle2
E6: E6:
@@ -143,7 +138,6 @@ E6:
Speed: 4 Speed: 4
Health: Health:
HP: 25 HP: 25
TakeCover:
Passenger: Passenger:
PipType: Yellow PipType: Yellow
EngineerRepair: EngineerRepair:
@@ -151,7 +145,7 @@ E6:
-AutoTarget: -AutoTarget:
AttackMove: AttackMove:
JustMove: true JustMove: true
RenderInfantry: RenderInfantryProne:
IdleAnimations: idle1,idle2 IdleAnimations: idle1,idle2
RMBO: RMBO:
@@ -175,12 +169,11 @@ RMBO:
HP: 200 HP: 200
RevealsShroud: RevealsShroud:
Range: 5 Range: 5
TakeCover:
C4Demolition: C4Demolition:
C4Delay: .03 C4Delay: .03
AttackFrontal: AttackFrontal:
PrimaryWeapon: Sniper PrimaryWeapon: Sniper
RenderInfantry: RenderInfantryProne:
IdleAnimations: idle1,idle2,idle3 IdleAnimations: idle1,idle2,idle3
VICE: VICE:
@@ -204,3 +197,4 @@ VICE:
Armor: Armor:
Type: Wood Type: Wood
-PoisonedByTiberium: -PoisonedByTiberium:
-TakeCover: