Merge pull request #8090 from penev92/bleed_upgradableTraits

Make some traits upgradable.
This commit is contained in:
Taryn Hill
2015-06-04 12:04:07 -05:00
3 changed files with 64 additions and 58 deletions

View File

@@ -16,7 +16,8 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class WithInfantryBodyInfo : ITraitInfo, IQuantizeBodyOrientationInfo, IRenderActorPreviewSpritesInfo, Requires<IMoveInfo>, Requires<RenderSpritesInfo>
public class WithInfantryBodyInfo : UpgradableTraitInfo, ITraitInfo, IQuantizeBodyOrientationInfo, IRenderActorPreviewSpritesInfo,
Requires<IMoveInfo>, Requires<RenderSpritesInfo>
{
public readonly int MinIdleWaitTicks = 30;
public readonly int MaxIdleWaitTicks = 110;
@@ -46,29 +47,28 @@ namespace OpenRA.Mods.Common.Traits
}
}
public class WithInfantryBody : ITick, INotifyAttack, INotifyIdle
public class WithInfantryBody : UpgradableTrait<WithInfantryBodyInfo>, ITick, INotifyAttack, INotifyIdle
{
readonly WithInfantryBodyInfo info;
readonly IMove move;
readonly IRenderInfantrySequenceModifier rsm;
protected readonly Animation DefaultAnimation;
bool dirty = false;
bool dirty;
string idleSequence;
int idleDelay;
AnimationState state;
IRenderInfantrySequenceModifier rsm;
bool IsModifyingSequence { get { return rsm != null && rsm.IsModifyingSequence; } }
bool wasModifying;
public WithInfantryBody(ActorInitializer init, WithInfantryBodyInfo info)
: base(info)
{
this.info = info;
var self = init.Self;
var rs = self.Trait<RenderSprites>();
DefaultAnimation = new Animation(init.World, rs.GetImage(self), RenderSprites.MakeFacingFunc(self));
rs.Add(DefaultAnimation);
rs.Add(new AnimationWithOffset(DefaultAnimation, null, () => IsTraitDisabled));
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(init.Self, info.StandSequences.Random(Game.CosmeticRandom)), () => 0);
state = AnimationState.Waiting;
@@ -94,8 +94,8 @@ namespace OpenRA.Mods.Common.Traits
public void Attacking(Actor self, Target target)
{
state = AnimationState.Attacking;
if (DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, info.AttackSequence)))
DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, info.AttackSequence), () => state = AnimationState.Idle);
if (DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, Info.AttackSequence)))
DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, Info.AttackSequence), () => state = AnimationState.Idle);
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
@@ -116,12 +116,12 @@ namespace OpenRA.Mods.Common.Traits
if ((state == AnimationState.Moving || dirty) && !move.IsMoving)
{
state = AnimationState.Waiting;
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandSequences.Random(Game.CosmeticRandom)), () => 0);
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, Info.StandSequences.Random(Game.CosmeticRandom)), () => 0);
}
else if ((state != AnimationState.Moving || dirty) && move.IsMoving)
{
state = AnimationState.Moving;
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.MoveSequence));
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, Info.MoveSequence));
}
dirty = false;
@@ -131,13 +131,13 @@ namespace OpenRA.Mods.Common.Traits
{
if (state != AnimationState.Idle && state != AnimationState.IdleAnimating && state != AnimationState.Attacking)
{
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandSequences.Random(Game.CosmeticRandom)), () => 0);
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, Info.StandSequences.Random(Game.CosmeticRandom)), () => 0);
state = AnimationState.Idle;
if (info.IdleSequences.Length > 0)
if (Info.IdleSequences.Length > 0)
{
idleSequence = info.IdleSequences.Random(self.World.SharedRandom);
idleDelay = self.World.SharedRandom.Next(info.MinIdleWaitTicks, info.MaxIdleWaitTicks);
idleSequence = Info.IdleSequences.Random(self.World.SharedRandom);
idleDelay = self.World.SharedRandom.Next(Info.MinIdleWaitTicks, Info.MaxIdleWaitTicks);
}
}
else if (AllowIdleAnimation(self))
@@ -149,14 +149,14 @@ namespace OpenRA.Mods.Common.Traits
state = AnimationState.IdleAnimating;
DefaultAnimation.PlayThen(idleSequence, () =>
{
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.StandSequences.Random(Game.CosmeticRandom)));
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, Info.StandSequences.Random(Game.CosmeticRandom)));
state = AnimationState.Waiting;
});
}
}
else
{
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.StandSequences.Random(Game.CosmeticRandom)));
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, Info.StandSequences.Random(Game.CosmeticRandom)));
state = AnimationState.Waiting;
}
}

View File

@@ -8,12 +8,13 @@
*/
#endregion
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.D2k.Traits
{
[Desc("This actor makes noise, which causes them to be targeted by actors with the Sandworm trait.")]
public class AttractsWormsInfo : ITraitInfo
public class AttractsWormsInfo : UpgradableTraitInfo, ITraitInfo
{
[Desc("How much noise this actor produces.")]
public readonly int Intensity = 0;
@@ -27,22 +28,23 @@ namespace OpenRA.Mods.D2k.Traits
[Desc("Ranges at which each Falloff step is defined. Overrides Spread.")]
public WRange[] Range = null;
public object Create(ActorInitializer init) { return new AttractsWorms(this); }
public object Create(ActorInitializer init) { return new AttractsWorms(init, this); }
}
public class AttractsWorms
public class AttractsWorms : UpgradableTrait<AttractsWormsInfo>
{
public readonly AttractsWormsInfo Info;
readonly Actor self;
public AttractsWorms(AttractsWormsInfo info)
public AttractsWorms(ActorInitializer init, AttractsWormsInfo info)
: base(info)
{
Info = info;
self = init.Self;
if (info.Range == null)
info.Range = Exts.MakeArray(info.Falloff.Length, i => i * info.Spread);
}
public int GetNoisePercentageAtDistance(int distance)
int GetNoisePercentageAtDistance(int distance)
{
var inner = Info.Range[0].Range;
for (var i = 1; i < Info.Range.Length; i++)
@@ -56,5 +58,23 @@ namespace OpenRA.Mods.D2k.Traits
return 0;
}
public WVec AttractionAtPosition(WPos pos)
{
if (IsTraitDisabled)
return WVec.Zero;
var distance = self.CenterPosition - pos;
var length = distance.Length;
// Actor is too far to hear anything.
if (length > Info.Range[Info.Range.Length - 1].Range)
return WVec.Zero;
var direction = 1024 * distance / length;
var percentage = GetNoisePercentageAtDistance(length);
return direction * Info.Intensity * percentage / 100;
}
}
}

View File

@@ -9,6 +9,7 @@
#endregion
using System;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
@@ -91,43 +92,28 @@ namespace OpenRA.Mods.D2k.Traits
{
targetCountdown = Info.TargetRescanInterval;
var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, Info.MaxSearchRadius);
var noiseDirection = WVec.Zero;
foreach (var actor in actorsInRange)
// If close enough, we don't care about other actors.
var target = self.World.FindActorsInCircle(self.CenterPosition, Info.IgnoreNoiseAttackRange).FirstOrDefault(x => x.HasTrait<AttractsWorms>());
if (target != null)
{
if (!actor.IsInWorld)
continue;
// TODO: Test if we really want to ignore actors that are on rock
if (!mobile.Value.CanEnterCell(actor.Location, null, false))
continue;
var noise = actor.TraitOrDefault<AttractsWorms>();
if (noise == null)
continue;
var distance = actor.CenterPosition - self.CenterPosition;
var length = distance.Length;
// Actor is too far to be heard
if (noise.Info.Range[noise.Info.Range.Length - 1].Range < length)
continue;
// If close enough, we don't care about other actors
if (length <= Info.IgnoreNoiseAttackRange.Range)
{
self.CancelActivity();
attackTrait.Value.ResolveOrder(self, new Order("Attack", actor, true) { TargetActor = actor });
return;
}
var direction = 1024 * distance / length;
var percentage = noise.GetNoisePercentageAtDistance(length);
noiseDirection += direction * noise.Info.Intensity * percentage / 100;
self.CancelActivity();
attackTrait.Value.ResolveOrder(self, new Order("Attack", target, true) { TargetActor = target });
return;
}
Func<Actor, bool> isValidTarget = a =>
{
if (!a.HasTrait<AttractsWorms>())
return false;
return mobile.Value.CanEnterCell(a.Location, null, false);
};
var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, Info.MaxSearchRadius)
.Where(isValidTarget).SelectMany(a => a.TraitsImplementing<AttractsWorms>());
var noiseDirection = actorsInRange.Aggregate(WVec.Zero, (a, b) => a + b.AttractionAtPosition(self.CenterPosition));
// No target was found
if (noiseDirection == WVec.Zero)
return;