From 1b131465fd3449e5e4d4e181f23e421007b267ef Mon Sep 17 00:00:00 2001 From: Chris Forbes Date: Tue, 3 Nov 2009 19:24:28 +1300 Subject: [PATCH] harvester actually sortof works now --- OpenRa.Game/OpenRa.Game.csproj | 1 + OpenRa.Game/Traits/Activities/DeliverOre.cs | 34 +++++++++++++++++++++ OpenRa.Game/Traits/Activities/Harvest.cs | 9 +++++- OpenRa.Game/Traits/InfantrySquad.cs | 13 ++------ OpenRa.Game/Traits/RenderUnit.cs | 16 ++++++++-- OpenRa.Game/Traits/Util.cs | 7 +++++ OpenRa.Game/UnitOrders.cs | 7 ++--- 7 files changed, 69 insertions(+), 18 deletions(-) create mode 100644 OpenRa.Game/Traits/Activities/DeliverOre.cs diff --git a/OpenRa.Game/OpenRa.Game.csproj b/OpenRa.Game/OpenRa.Game.csproj index a22e85d1b4..9e866d64f3 100644 --- a/OpenRa.Game/OpenRa.Game.csproj +++ b/OpenRa.Game/OpenRa.Game.csproj @@ -78,6 +78,7 @@ + diff --git a/OpenRa.Game/Traits/Activities/DeliverOre.cs b/OpenRa.Game/Traits/Activities/DeliverOre.cs new file mode 100644 index 0000000000..82b536aae4 --- /dev/null +++ b/OpenRa.Game/Traits/Activities/DeliverOre.cs @@ -0,0 +1,34 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; + +namespace OpenRa.Game.Traits.Activities +{ + class DeliverOre : Activity + { + public Activity NextActivity { get; set; } + + bool isDone; + + public void Tick(Actor self, Mobile mobile) + { + if (isDone) + { + mobile.InternalSetActivity(NextActivity); + /* todo: return to the ore patch */ + return; + } + + var renderUnit = self.traits.WithInterface().First(); + if (renderUnit.anim.CurrentSequence.Name != "empty") + renderUnit.PlayCustomAnimation(self, "empty", + () => isDone = true); + } + + public void Cancel(Actor self, Mobile mobile) + { + mobile.InternalSetActivity(null); + } + } +} diff --git a/OpenRa.Game/Traits/Activities/Harvest.cs b/OpenRa.Game/Traits/Activities/Harvest.cs index 9ab9aaa345..4620dc5c3f 100644 --- a/OpenRa.Game/Traits/Activities/Harvest.cs +++ b/OpenRa.Game/Traits/Activities/Harvest.cs @@ -8,6 +8,7 @@ namespace OpenRa.Game.Traits.Activities class Harvest : Activity { public Activity NextActivity { get; set; } + bool isHarvesting = false; public void Tick(Actor self, Mobile mobile) { @@ -18,10 +19,16 @@ namespace OpenRa.Game.Traits.Activities Game.map.ContainsResource(self.Location) && Game.map.Harvest(self.Location, out isGem)) { + var harvestAnim = "harvest" + Util.QuantizeFacing(mobile.facing, 8); + var renderUnit = self.traits.WithInterface().First(); /* better have one of these! */ + if (harvestAnim != renderUnit.anim.CurrentSequence.Name) + renderUnit.PlayCustomAnimation(self, harvestAnim, () => isHarvesting = false); harv.AcceptResource(isGem); return; } + if (isHarvesting) return; + if (harv.IsFull) PlanReturnToBase(self, mobile); else @@ -47,7 +54,7 @@ namespace OpenRa.Game.Traits.Activities mobile.QueueActivity(new Move(proc.Location + new int2(1, 2))); mobile.QueueActivity(new Turn(64)); - /* todo: DeliverOre activity */ + mobile.QueueActivity(new DeliverOre()); mobile.InternalSetActivity(NextActivity); } diff --git a/OpenRa.Game/Traits/InfantrySquad.cs b/OpenRa.Game/Traits/InfantrySquad.cs index 14094a30c3..d54e2c93a4 100644 --- a/OpenRa.Game/Traits/InfantrySquad.cs +++ b/OpenRa.Game/Traits/InfantrySquad.cs @@ -53,19 +53,12 @@ namespace OpenRa.Game.Traits string currentSequence; - static int QuantizeFacing(int facing, int n) - { - var step = 256 / n; - var a = (facing + step/2) & 0xff; - return a / step; - } - void PlaySequence(string seq, bool isFacing) { if (currentSequence == seq) return; if (isFacing) - anim.PlayFetchIndex(seq, () => QuantizeFacing(facing, anim.CurrentSequence.Length)); + anim.PlayFetchIndex(seq, () => Util.QuantizeFacing(facing, anim.CurrentSequence.Length)); else anim.PlayRepeatingPreservingPosition(seq); @@ -77,7 +70,7 @@ namespace OpenRa.Game.Traits name = type; anim = new Animation(type); anim.PlayFetchIndex("stand", - () => QuantizeFacing(facing, anim.CurrentSequence.Length)); + () => Util.QuantizeFacing(facing, anim.CurrentSequence.Length)); location = initialLocation; speed = ((UnitInfo.InfantryInfo)Rules.UnitInfo[name]).Speed / 2; } @@ -92,7 +85,7 @@ namespace OpenRa.Game.Traits if (float2.WithinEpsilon(d, float2.Zero, .1f)) PlaySequence("stand", true); else - PlaySequence("run-" + QuantizeFacing(facing, 8), false); + PlaySequence("run-" + Util.QuantizeFacing(facing, 8), false); if (d.Length <= speed) location = desiredLocation; diff --git a/OpenRa.Game/Traits/RenderUnit.cs b/OpenRa.Game/Traits/RenderUnit.cs index a20cb6d793..d0c6a20c11 100644 --- a/OpenRa.Game/Traits/RenderUnit.cs +++ b/OpenRa.Game/Traits/RenderUnit.cs @@ -12,9 +12,19 @@ namespace OpenRa.Game.Traits public RenderUnit(Actor self) : base(self) { - anim.PlayFetchIndex("idle", - () => self.traits.Get().facing - / (256/anim.CurrentSequence.Length)); + PlayFacingAnim(self); + } + + void PlayFacingAnim(Actor self) + { + anim.PlayFetchIndex("idle", + () => self.traits.Get().facing + / (256 / anim.CurrentSequence.Length)); + } + + public void PlayCustomAnimation(Actor self, string newAnim, Action after) + { + anim.PlayThen(newAnim, () => { PlayFacingAnim(self); if (after != null) after(); }); } public override IEnumerable> Render(Actor self) diff --git a/OpenRa.Game/Traits/Util.cs b/OpenRa.Game/Traits/Util.cs index 14cdebbda3..b420a01c91 100755 --- a/OpenRa.Game/Traits/Util.cs +++ b/OpenRa.Game/Traits/Util.cs @@ -56,6 +56,13 @@ namespace OpenRa.Game.Traits return facing + turn; } + public static int QuantizeFacing(int facing, int numFrames) + { + var step = 256 / numFrames; + var a = (facing + step / 2) & 0xff; + return a / step; + } + static float2 RotateVectorByFacing(float2 v, int facing, float ecc) { var angle = (facing / 256f) * (2 * (float)Math.PI); diff --git a/OpenRa.Game/UnitOrders.cs b/OpenRa.Game/UnitOrders.cs index dd2fb73eec..e46b091790 100755 --- a/OpenRa.Game/UnitOrders.cs +++ b/OpenRa.Game/UnitOrders.cs @@ -57,10 +57,9 @@ namespace OpenRa.Game { var mobile = order.Subject.traits.Get(); mobile.Cancel(order.Subject); - mobile.QueueActivity( new Traits.Activities.Move( order.TargetActor.Location + new int2( 1, 2 ) ) ); - mobile.QueueActivity( new Traits.Activities.Turn( 64 ) ); - - /* todo: actual deliver activity! [animation + add cash] */ + mobile.QueueActivity(new Traits.Activities.Move(order.TargetActor.Location + new int2(1, 2))); + mobile.QueueActivity(new Traits.Activities.Turn(64)); + mobile.QueueActivity(new Traits.Activities.DeliverOre()); break; } case "Harvest":