some basic plane behavior on Yak
This commit is contained in:
@@ -106,6 +106,7 @@
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<Compile Include="Support\PerfHistory.cs" />
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<Compile Include="Traits\AcceptsOre.cs" />
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<Compile Include="Traits\Activities\Attack.cs" />
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<Compile Include="Traits\Activities\Fly.cs" />
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<Compile Include="Traits\Activities\IActivity.cs" />
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<Compile Include="Traits\Activities\DeliverOre.cs" />
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<Compile Include="Traits\Activities\DeployMcv.cs" />
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@@ -169,6 +170,7 @@
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<Compile Include="Traits\Fake.cs" />
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<Compile Include="Traits\Harvester.cs" />
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<Compile Include="Traits\Helicopter.cs" />
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<Compile Include="Traits\Plane.cs" />
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<Compile Include="Traits\ProductionQueue.cs" />
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<Compile Include="Traits\RenderBuildingCharge.cs" />
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<Compile Include="Traits\RenderInfantry.cs" />
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@@ -184,6 +186,7 @@
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<Compile Include="Traits\Cloak.cs" />
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<Compile Include="Traits\RenderUnit.cs" />
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<Compile Include="Traits\RenderUnitMuzzleFlash.cs" />
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<Compile Include="Traits\RenderUnitPlane.cs" />
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<Compile Include="Traits\RenderUnitReload.cs" />
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<Compile Include="Traits\RenderUnitRotor.cs" />
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<Compile Include="Traits\RenderUnitSpinner.cs" />
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97
OpenRa.Game/Traits/Activities/Fly.cs
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97
OpenRa.Game/Traits/Activities/Fly.cs
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@@ -0,0 +1,97 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Game.Traits.Activities
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{
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class Fly : IActivity
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{
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readonly int2 Cell;
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bool isCanceled;
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public Fly(int2 cell) { Cell = cell; }
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public IActivity NextActivity { get; set; }
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const int CruiseAltitude = 20;
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public IActivity Tick(Actor self)
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{
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if (isCanceled) return NextActivity;
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var d = Util.CenterOfCell(Cell) - self.CenterLocation;
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if (d.LengthSquared < 50) /* close enough */
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return NextActivity;
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var unit = self.traits.Get<Unit>();
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if (unit.Altitude < CruiseAltitude)
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++unit.Altitude;
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var desiredFacing = Util.GetFacing(d, unit.Facing);
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if (unit.Altitude == CruiseAltitude)
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Util.TickFacing(ref unit.Facing, desiredFacing, self.Info.ROT);
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var speed = .2f * Util.GetEffectiveSpeed(self);
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var angle = unit.Facing / 128f * Math.PI;
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self.CenterLocation += speed * -float2.FromAngle((float)angle);
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self.Location = ((1 / 24f) * self.CenterLocation).ToInt2();
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return null;
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}
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public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
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}
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class FlyTimed : IActivity
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{
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public IActivity NextActivity { get; set; }
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int remainingTicks;
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public FlyTimed(int ticks) { remainingTicks = ticks; }
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public IActivity Tick(Actor self)
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{
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if (remainingTicks == 0)
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return NextActivity;
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--remainingTicks;
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var unit = self.traits.Get<Unit>();
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var speed = .2f * Util.GetEffectiveSpeed(self);
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var angle = unit.Facing / 128f * Math.PI;
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self.CenterLocation += speed * -float2.FromAngle((float)angle);
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self.Location = ((1 / 24f) * self.CenterLocation).ToInt2();
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return null;
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}
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public void Cancel(Actor self) { remainingTicks = 0; NextActivity = null; }
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}
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class Circle : IActivity
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{
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public IActivity NextActivity { get; set; }
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bool isCanceled;
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readonly int2 Cell;
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public Circle(int2 cell) { Cell = cell; }
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public IActivity Tick(Actor self)
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{
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if (isCanceled) return NextActivity;
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return new Fly(Cell)
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{
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NextActivity =
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new FlyTimed(50)
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{
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NextActivity = this
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}
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};
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}
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public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
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}
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}
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32
OpenRa.Game/Traits/Plane.cs
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32
OpenRa.Game/Traits/Plane.cs
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@@ -0,0 +1,32 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.Traits.Activities;
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namespace OpenRa.Game.Traits
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{
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class Plane : IOrder
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{
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public Plane(Actor self)
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{
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}
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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if (mi.Button == MouseButton.Left) return null;
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if (underCursor == null)
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return Order.Move(self, xy);
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return null;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Move")
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{
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self.CancelActivity();
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self.QueueActivity(new Circle(order.TargetLocation));
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}
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}
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}
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}
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23
OpenRa.Game/Traits/RenderUnitPlane.cs
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23
OpenRa.Game/Traits/RenderUnitPlane.cs
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@@ -0,0 +1,23 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game.Traits
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{
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class RenderUnitPlane : RenderUnit
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{
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public RenderUnitPlane(Actor self)
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: base(self) {}
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public override IEnumerable<Tuple<Sprite, float2, int>> Render(Actor self)
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{
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var unit = self.traits.Get<Unit>();
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yield return Util.CenteredShadow(self, anim.Image, self.CenterLocation);
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var p = self.CenterLocation - new float2(0, unit.Altitude);
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yield return Util.Centered(self, anim.Image, p);
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}
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}
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}
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@@ -161,7 +161,7 @@ LongDesc=Fast Ground-Attack Plane.\n Strong vs Buildings\n Weak vs Infantry, L
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[YAK]
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Description=Yak Attack Plane
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BuiltAt=afld
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Traits=Unit, Mobile, RenderUnit
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Traits=Unit, Plane, RenderUnitPlane
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InitialFacing=192
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LongDesc=Anti-Tanks & Anti-Infantry Plane.\n Strong vs Infantry, Tanks\n Weak vs Buildings
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[TRAN]
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