Merge pull request #12430 from pchote/ts-bridge-rendering
Implement TS ground-level bridges.
This commit is contained in:
@@ -16,27 +16,47 @@ namespace OpenRA.Mods.Common.Activities
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{
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class RepairBridge : Enter
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{
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readonly Actor target;
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readonly LegacyBridgeHut legacyHut;
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readonly BridgeHut hut;
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readonly string notification;
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public RepairBridge(Actor self, Actor target, EnterBehaviour enterBehaviour, string notification)
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: base(self, target, enterBehaviour)
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{
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hut = target.Trait<BridgeHut>();
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this.target = target;
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legacyHut = target.TraitOrDefault<LegacyBridgeHut>();
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hut = target.TraitOrDefault<BridgeHut>();
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this.notification = notification;
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}
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protected override bool CanReserve(Actor self)
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{
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return hut.BridgeDamageState != DamageState.Undamaged && !hut.Repairing && hut.Bridge.GetHut(0) != null && hut.Bridge.GetHut(1) != null;
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if (legacyHut != null)
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return legacyHut.BridgeDamageState != DamageState.Undamaged && !legacyHut.Repairing && legacyHut.Bridge.GetHut(0) != null && legacyHut.Bridge.GetHut(1) != null;
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if (hut != null)
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return hut.BridgeDamageState != DamageState.Undamaged && !hut.Repairing;
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return false;
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}
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protected override void OnInside(Actor self)
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{
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if (hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing || hut.Bridge.GetHut(0) == null || hut.Bridge.GetHut(1) == null)
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return;
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if (legacyHut != null)
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{
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if (legacyHut.BridgeDamageState == DamageState.Undamaged || legacyHut.Repairing || legacyHut.Bridge.GetHut(0) == null || legacyHut.Bridge.GetHut(1) == null)
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return;
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hut.Repair(self);
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legacyHut.Repair(self);
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}
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else if (hut != null)
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{
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if (hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing)
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return;
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hut.Repair(target, self);
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}
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", notification, self.Owner.Faction.InternalName);
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}
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@@ -274,7 +274,7 @@
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<Compile Include="Traits\Buildings\BaseProvider.cs" />
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<Compile Include="Traits\Buildings\Bib.cs" />
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<Compile Include="Traits\Buildings\Bridge.cs" />
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<Compile Include="Traits\Buildings\BridgeHut.cs" />
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<Compile Include="Traits\Buildings\LegacyBridgeHut.cs" />
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<Compile Include="Traits\Buildings\Building.cs" />
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<Compile Include="Traits\Buildings\BuildingInfluence.cs" />
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<Compile Include="Traits\Buildings\BuildingUtils.cs" />
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@@ -503,7 +503,7 @@
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<Compile Include="Traits\Valued.cs" />
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<Compile Include="Traits\Voiced.cs" />
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<Compile Include="Traits\Wanders.cs" />
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<Compile Include="Traits\World\BridgeLayer.cs" />
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<Compile Include="Traits\World\LegacyBridgeLayer.cs" />
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<Compile Include="Traits\World\CrateSpawner.cs" />
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<Compile Include="Traits\World\CreateMPPlayers.cs" />
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<Compile Include="Traits\World\DomainIndex.cs" />
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@@ -777,6 +777,12 @@
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<Compile Include="Traits\Upgrades\GrantCondition.cs" />
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<Compile Include="Traits\Upgrades\ExternalConditions.cs" />
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<Compile Include="Traits\Upgrades\StackedCondition.cs" />
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<Compile Include="Traits\Buildings\BridgeHut.cs" />
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<Compile Include="Traits\Buildings\BridgePlaceholder.cs" />
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<Compile Include="Traits\Buildings\GroundLevelBridge.cs" />
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<Compile Include="Traits\World\BridgeLayer.cs" />
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<Compile Include="Traits\Render\WithBridgeSpriteBody.cs" />
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<Compile Include="Traits\Render\WithDeadBridgeSpriteBody.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Target Name="AfterBuild">
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@@ -78,7 +78,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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readonly BuildingInfo building;
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readonly Bridge[] neighbours = new Bridge[2];
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readonly BridgeHut[] huts = new BridgeHut[2]; // Huts before this / first & after this / last
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readonly LegacyBridgeHut[] huts = new LegacyBridgeHut[2]; // Huts before this / first & after this / last
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readonly Health health;
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readonly Actor self;
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readonly BridgeInfo info;
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@@ -88,7 +88,7 @@ namespace OpenRA.Mods.Common.Traits
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ushort template;
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Dictionary<CPos, byte> footprint;
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public BridgeHut Hut { get; private set; }
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public LegacyBridgeHut Hut { get; private set; }
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public bool IsDangling { get { return isDangling.Value; } }
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public Bridge(Actor self, BridgeInfo info)
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@@ -135,7 +135,7 @@ namespace OpenRA.Mods.Common.Traits
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return tileSet.GetTerrainIndex(new TerrainTile(template, (byte)index));
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}
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public void LinkNeighbouringBridges(World world, BridgeLayer bridges)
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public void LinkNeighbouringBridges(World world, LegacyBridgeLayer bridges)
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{
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for (var d = 0; d <= 1; d++)
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{
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@@ -152,7 +152,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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internal void AddHut(BridgeHut hut)
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internal void AddHut(LegacyBridgeHut hut)
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{
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// TODO: This method is incomprehensible and fragile, and should be rewritten.
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if (huts[0] == huts[1])
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@@ -170,8 +170,8 @@ namespace OpenRA.Mods.Common.Traits
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Hut = null;
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}
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public BridgeHut GetHut(int index) { return huts[index]; }
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public Bridge GetNeighbor(int[] offset, BridgeLayer bridges)
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public LegacyBridgeHut GetHut(int index) { return huts[index]; }
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public Bridge GetNeighbor(int[] offset, LegacyBridgeLayer bridges)
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{
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if (offset == null)
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return null;
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@@ -9,6 +9,7 @@
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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@@ -17,40 +18,206 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Allows bridges to be targeted for demolition and repair.")]
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class BridgeHutInfo : IDemolishableInfo, ITraitInfo
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{
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[Desc("Bridge types to act on")]
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public readonly string[] Types = { "GroundLevelBridge" };
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[Desc("Offsets to look for adjacent bridges to act on")]
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public readonly CVec[] NeighbourOffsets = { };
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[Desc("Delay between each segment repair step")]
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public readonly int RepairPropagationDelay = 20;
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[Desc("Delay between each segment demolish step")]
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public readonly int DemolishPropagationDelay = 5;
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[Desc("Hide the repair cursor if the bridge is only damaged (not destroyed)")]
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public readonly bool RequireForceAttackForHeal = false;
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public bool IsValidTarget(ActorInfo actorInfo, Actor saboteur) { return false; } // TODO: bridges don't support frozen under fog
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public object Create(ActorInitializer init) { return new BridgeHut(init); }
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public object Create(ActorInitializer init) { return new BridgeHut(init.World, this); }
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}
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class BridgeHut : IDemolishable
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class BridgeHut : INotifyCreated, IDemolishable, ITick
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{
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public readonly Bridge FirstBridge;
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public readonly Bridge Bridge;
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public DamageState BridgeDamageState { get { return Bridge.AggregateDamageState(); } }
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public bool Repairing { get { return repairDirections > 0; } }
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int repairDirections = 0;
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public readonly BridgeHutInfo Info;
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readonly BridgeLayer bridgeLayer;
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public BridgeHut(ActorInitializer init)
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// Fixed at map load
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readonly List<CPos[]> segmentLocations = new List<CPos[]>();
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// Changes as segments are killed and repaired
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readonly Dictionary<CPos, IBridgeSegment> segments = new Dictionary<CPos, IBridgeSegment>();
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readonly HashSet<CPos> dirtyLocations = new HashSet<CPos>();
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// Enabled during a repair action
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int repairStep;
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int repairDelay;
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Actor repairRepairer;
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// Enabled during a demolish action
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int demolishStep;
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int demolishDelay;
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Actor demolishSaboteur;
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public BridgeHut(World world, BridgeHutInfo info)
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{
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Bridge = init.Get<ParentActorInit>().ActorValue.Trait<Bridge>();
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Bridge.AddHut(this);
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FirstBridge = Bridge.Enumerate(0, true).Last();
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Info = info;
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bridgeLayer = world.WorldActor.Trait<BridgeLayer>();
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}
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public void Repair(Actor repairer)
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void INotifyCreated.Created(Actor self)
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{
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repairDirections = Bridge.GetHut(0) != this && Bridge.GetHut(1) != this ? 2 : 1;
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Bridge.Do((b, d) => b.Repair(repairer, d, () => repairDirections--));
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self.World.AddFrameEndTask(w =>
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{
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// Bridge segments and huts are expected to be placed in the map
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// editor or spawned during the normal actor loading
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//
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// The number and location of bridge segments are calculated here,
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// and assumed to not change for the remaining lifetime of the world
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//
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// Bridge segment footprints and neighbour offsets are assumed to remain
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// the same when a segment is destroyed or repaired.
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var seed = Info.NeighbourOffsets.Select(v => self.Location + v);
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var processed = new HashSet<CPos>();
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while (true)
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{
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var step = NextNeighbourStep(seed, processed).ToList();
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if (!step.Any())
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break;
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foreach (var s in step)
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segments[s.Location] = s;
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segmentLocations.Add(step.Select(s => s.Location).ToArray());
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seed = step.SelectMany(s => s.NeighbourOffsets.Select(n => s.Location + n)).ToList();
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}
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repairStep = demolishStep = segmentLocations.Count;
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});
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}
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void ITick.Tick(Actor self)
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{
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// Update any dead segments
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dirtyLocations.Clear();
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foreach (var kv in segments)
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if (!kv.Value.Valid)
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dirtyLocations.Add(kv.Key);
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foreach (var c in dirtyLocations)
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segments[c] = bridgeLayer[c].TraitOrDefault<IBridgeSegment>();
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if (repairStep < segmentLocations.Count && --repairDelay <= 0)
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RepairStep();
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if (demolishStep < segmentLocations.Count && --demolishDelay <= 0)
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DemolishStep();
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}
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IEnumerable<IBridgeSegment> NextNeighbourStep(IEnumerable<CPos> seed, HashSet<CPos> processed)
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{
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foreach (var c in seed)
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{
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var bridge = bridgeLayer[c];
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if (bridge == null)
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continue;
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var segment = bridge.TraitOrDefault<IBridgeSegment>();
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if (segment != null && Info.Types.Contains(segment.Type) && processed.Add(segment.Location))
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yield return segment;
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}
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}
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public void Repair(Actor self, Actor repairer)
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{
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if (Info.RepairPropagationDelay > 0)
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{
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repairStep = 0;
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repairRepairer = repairer;
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RepairStep();
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}
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else
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foreach (var s in segments.Values)
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s.Repair(repairer);
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}
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public void RepairStep()
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{
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// Find the next segment that needs to be repaired
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while (repairStep < segmentLocations.Count)
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{
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var stepDamage = segmentLocations[repairStep]
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.Select(c => segments[c])
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.Max(s => s.DamageState);
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if (stepDamage > DamageState.Undamaged)
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break;
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repairStep++;
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}
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if (repairStep < segmentLocations.Count)
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foreach (var c in segmentLocations[repairStep])
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segments[c].Repair(repairRepairer);
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repairDelay = Info.RepairPropagationDelay;
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}
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public void Demolish(Actor self, Actor saboteur)
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{
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Bridge.Do((b, d) => b.Demolish(saboteur, d));
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if (Info.DemolishPropagationDelay > 0)
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{
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demolishStep = 0;
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demolishSaboteur = saboteur;
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DemolishStep();
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}
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else
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foreach (var s in segments.Values)
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s.Demolish(saboteur);
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}
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public void DemolishStep()
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{
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// Find the next segment to demolish
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while (demolishStep < segmentLocations.Count)
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{
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var stepDamage = segmentLocations[demolishStep]
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.Select(c => segments[c])
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.Max(s => s.DamageState);
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if (stepDamage < DamageState.Dead)
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break;
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demolishStep++;
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}
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if (demolishStep < segmentLocations.Count)
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foreach (var c in segmentLocations[demolishStep])
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segments[c].Demolish(demolishSaboteur);
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demolishDelay = Info.DemolishPropagationDelay;
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// Always advance at least one step (prevents sticking on placeholders)
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demolishStep++;
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}
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public bool IsValidTarget(Actor self, Actor saboteur)
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{
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return BridgeDamageState != DamageState.Dead;
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return true;
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}
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public DamageState BridgeDamageState
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{
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get
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{
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if (!segments.Any())
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return DamageState.Undamaged;
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return segments.Values.Max(s => s.DamageState);
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}
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}
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public bool Repairing { get { return repairStep < segmentLocations.Count; } }
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}
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}
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84
OpenRA.Mods.Common/Traits/Buildings/BridgePlaceholder.cs
Normal file
84
OpenRA.Mods.Common/Traits/Buildings/BridgePlaceholder.cs
Normal file
@@ -0,0 +1,84 @@
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#region Copyright & License Information
|
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
|
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* This file is part of OpenRA, which is free software. It is made
|
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* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation, either version 3 of
|
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* the License, or (at your option) any later version. For more
|
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Placeholder actor used for dead segments and bridge end ramps.")]
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class BridgePlaceholderInfo : ITraitInfo
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{
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public readonly string Type = "GroundLevelBridge";
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public readonly DamageState DamageState = DamageState.Undamaged;
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[Desc("Actor type to replace with on repair.")]
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[ActorReference] public readonly string ReplaceWithActor = null;
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public readonly CVec[] NeighbourOffsets = { };
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public object Create(ActorInitializer init) { return new BridgePlaceholder(init.Self, this); }
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}
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class BridgePlaceholder : IBridgeSegment, INotifyAddedToWorld, INotifyRemovedFromWorld
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{
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public readonly BridgePlaceholderInfo Info;
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readonly Actor self;
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readonly BridgeLayer bridgeLayer;
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public BridgePlaceholder(Actor self, BridgePlaceholderInfo info)
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{
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Info = info;
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this.self = self;
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bridgeLayer = self.World.WorldActor.Trait<BridgeLayer>();
|
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}
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void INotifyAddedToWorld.AddedToWorld(Actor self)
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{
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bridgeLayer.Add(self);
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}
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void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
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{
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bridgeLayer.Remove(self);
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}
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void IBridgeSegment.Repair(Actor repairer)
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{
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if (Info.ReplaceWithActor == null)
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return;
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self.World.AddFrameEndTask(w =>
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{
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self.Dispose();
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w.CreateActor(Info.ReplaceWithActor, new TypeDictionary
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{
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new LocationInit(self.Location),
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new OwnerInit(self.Owner),
|
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});
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});
|
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}
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|
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void IBridgeSegment.Demolish(Actor saboteur)
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{
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// Do nothing
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}
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string IBridgeSegment.Type { get { return Info.Type; } }
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DamageState IBridgeSegment.DamageState { get { return Info.DamageState; } }
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bool IBridgeSegment.Valid { get { return self.IsInWorld; } }
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CVec[] IBridgeSegment.NeighbourOffsets { get { return Info.NeighbourOffsets; } }
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CPos IBridgeSegment.Location { get { return self.Location; } }
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}
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}
|
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119
OpenRA.Mods.Common/Traits/Buildings/GroundLevelBridge.cs
Normal file
119
OpenRA.Mods.Common/Traits/Buildings/GroundLevelBridge.cs
Normal file
@@ -0,0 +1,119 @@
|
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#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation, either version 3 of
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.GameRules;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Bridge actor that can't be passed underneath.")]
|
||||
class GroundLevelBridgeInfo : ITraitInfo, IRulesetLoaded, Requires<BuildingInfo>, Requires<HealthInfo>
|
||||
{
|
||||
public readonly string TerrainType = "Bridge";
|
||||
|
||||
public readonly string Type = "GroundLevelBridge";
|
||||
|
||||
public readonly CVec[] NeighbourOffsets = { };
|
||||
|
||||
[Desc("The name of the weapon to use when demolishing the bridge")]
|
||||
[WeaponReference] public readonly string DemolishWeapon = "Demolish";
|
||||
|
||||
public WeaponInfo DemolishWeaponInfo { get; private set; }
|
||||
|
||||
public void RulesetLoaded(Ruleset rules, ActorInfo ai) { DemolishWeaponInfo = rules.Weapons[DemolishWeapon.ToLowerInvariant()]; }
|
||||
|
||||
public object Create(ActorInitializer init) { return new GroundLevelBridge(init.Self, this); }
|
||||
}
|
||||
|
||||
class GroundLevelBridge : IBridgeSegment, INotifyAddedToWorld, INotifyRemovedFromWorld
|
||||
{
|
||||
public readonly GroundLevelBridgeInfo Info;
|
||||
readonly Actor self;
|
||||
readonly BridgeLayer bridgeLayer;
|
||||
readonly IEnumerable<CPos> cells;
|
||||
readonly Health health;
|
||||
|
||||
public GroundLevelBridge(Actor self, GroundLevelBridgeInfo info)
|
||||
{
|
||||
Info = info;
|
||||
this.self = self;
|
||||
health = self.Trait<Health>();
|
||||
|
||||
bridgeLayer = self.World.WorldActor.Trait<BridgeLayer>();
|
||||
var buildingInfo = self.Info.TraitInfo<BuildingInfo>();
|
||||
cells = FootprintUtils.PathableTiles(self.Info.Name, buildingInfo, self.Location);
|
||||
}
|
||||
|
||||
void UpdateTerrain(Actor self, byte terrainIndex)
|
||||
{
|
||||
foreach (var cell in cells)
|
||||
self.World.Map.CustomTerrain[cell] = terrainIndex;
|
||||
|
||||
var domainIndex = self.World.WorldActor.TraitOrDefault<DomainIndex>();
|
||||
if (domainIndex != null)
|
||||
domainIndex.UpdateCells(self.World, cells);
|
||||
}
|
||||
|
||||
void INotifyAddedToWorld.AddedToWorld(Actor self)
|
||||
{
|
||||
bridgeLayer.Add(self);
|
||||
|
||||
var tileSet = self.World.Map.Rules.TileSet;
|
||||
var terrainIndex = tileSet.GetTerrainIndex(Info.TerrainType);
|
||||
UpdateTerrain(self, terrainIndex);
|
||||
KillInvalidActorsInFootprint(self);
|
||||
}
|
||||
|
||||
void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
|
||||
{
|
||||
bridgeLayer.Remove(self);
|
||||
|
||||
UpdateTerrain(self, byte.MaxValue);
|
||||
KillInvalidActorsInFootprint(self);
|
||||
}
|
||||
|
||||
void KillInvalidActorsInFootprint(Actor self)
|
||||
{
|
||||
foreach (var c in cells)
|
||||
foreach (var a in self.World.ActorMap.GetActorsAt(c))
|
||||
if (a.Info.HasTraitInfo<IPositionableInfo>() && !a.Trait<IPositionable>().CanEnterCell(c))
|
||||
a.Kill(self);
|
||||
}
|
||||
|
||||
void IBridgeSegment.Repair(Actor repairer)
|
||||
{
|
||||
health.InflictDamage(self, repairer, new Damage(-health.MaxHP), true);
|
||||
}
|
||||
|
||||
void IBridgeSegment.Demolish(Actor saboteur)
|
||||
{
|
||||
self.World.AddFrameEndTask(w =>
|
||||
{
|
||||
if (self.IsDead)
|
||||
return;
|
||||
|
||||
// Use .FromPos since this actor is dead. Cannot use Target.FromActor
|
||||
Info.DemolishWeaponInfo.Impact(Target.FromPos(self.CenterPosition), saboteur, Enumerable.Empty<int>());
|
||||
|
||||
self.World.WorldActor.Trait<ScreenShaker>().AddEffect(15, self.CenterPosition, 6);
|
||||
self.Kill(saboteur);
|
||||
});
|
||||
}
|
||||
|
||||
string IBridgeSegment.Type { get { return Info.Type; } }
|
||||
DamageState IBridgeSegment.DamageState { get { return self.GetDamageState(); } }
|
||||
bool IBridgeSegment.Valid { get { return self.IsInWorld; } }
|
||||
CVec[] IBridgeSegment.NeighbourOffsets { get { return Info.NeighbourOffsets; } }
|
||||
CPos IBridgeSegment.Location { get { return self.Location; } }
|
||||
}
|
||||
}
|
||||
56
OpenRA.Mods.Common/Traits/Buildings/LegacyBridgeHut.cs
Normal file
56
OpenRA.Mods.Common/Traits/Buildings/LegacyBridgeHut.cs
Normal file
@@ -0,0 +1,56 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation, either version 3 of
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System.Linq;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Allows bridges to be targeted for demolition and repair.")]
|
||||
class LegacyBridgeHutInfo : IDemolishableInfo, ITraitInfo
|
||||
{
|
||||
public bool IsValidTarget(ActorInfo actorInfo, Actor saboteur) { return false; } // TODO: bridges don't support frozen under fog
|
||||
|
||||
public object Create(ActorInitializer init) { return new LegacyBridgeHut(init); }
|
||||
}
|
||||
|
||||
class LegacyBridgeHut : IDemolishable
|
||||
{
|
||||
public readonly Bridge FirstBridge;
|
||||
public readonly Bridge Bridge;
|
||||
public DamageState BridgeDamageState { get { return Bridge.AggregateDamageState(); } }
|
||||
public bool Repairing { get { return repairDirections > 0; } }
|
||||
int repairDirections = 0;
|
||||
|
||||
public LegacyBridgeHut(ActorInitializer init)
|
||||
{
|
||||
Bridge = init.Get<ParentActorInit>().ActorValue.Trait<Bridge>();
|
||||
Bridge.AddHut(this);
|
||||
FirstBridge = Bridge.Enumerate(0, true).Last();
|
||||
}
|
||||
|
||||
public void Repair(Actor repairer)
|
||||
{
|
||||
repairDirections = Bridge.GetHut(0) != this && Bridge.GetHut(1) != this ? 2 : 1;
|
||||
Bridge.Do((b, d) => b.Repair(repairer, d, () => repairDirections--));
|
||||
}
|
||||
|
||||
public void Demolish(Actor self, Actor saboteur)
|
||||
{
|
||||
Bridge.Do((b, d) => b.Demolish(saboteur, d));
|
||||
}
|
||||
|
||||
public bool IsValidTarget(Actor self, Actor saboteur)
|
||||
{
|
||||
return BridgeDamageState != DamageState.Dead;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -85,6 +85,14 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
|
||||
public class RenderSprites : IRender, ITick, INotifyOwnerChanged, INotifyEffectiveOwnerChanged, IActorPreviewInitModifier
|
||||
{
|
||||
static readonly Pair<DamageState, string>[] DamagePrefixes =
|
||||
{
|
||||
Pair.New(DamageState.Critical, "critical-"),
|
||||
Pair.New(DamageState.Heavy, "damaged-"),
|
||||
Pair.New(DamageState.Medium, "scratched-"),
|
||||
Pair.New(DamageState.Light, "scuffed-")
|
||||
};
|
||||
|
||||
class AnimationWrapper
|
||||
{
|
||||
public readonly AnimationWithOffset Animation;
|
||||
@@ -196,27 +204,27 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
anims.RemoveAll(a => a.Animation == anim);
|
||||
}
|
||||
|
||||
public static string NormalizeSequence(Animation anim, DamageState state, string sequence)
|
||||
public static string UnnormalizeSequence(string sequence)
|
||||
{
|
||||
var states = new Pair<DamageState, string>[]
|
||||
{
|
||||
Pair.New(DamageState.Critical, "critical-"),
|
||||
Pair.New(DamageState.Heavy, "damaged-"),
|
||||
Pair.New(DamageState.Medium, "scratched-"),
|
||||
Pair.New(DamageState.Light, "scuffed-")
|
||||
};
|
||||
|
||||
// Remove existing damage prefix
|
||||
foreach (var s in states)
|
||||
foreach (var s in DamagePrefixes)
|
||||
{
|
||||
if (sequence.StartsWith(s.Second))
|
||||
if (sequence.StartsWith(s.Second, StringComparison.Ordinal))
|
||||
{
|
||||
sequence = sequence.Substring(s.Second.Length);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var s in states)
|
||||
return sequence;
|
||||
}
|
||||
|
||||
public static string NormalizeSequence(Animation anim, DamageState state, string sequence)
|
||||
{
|
||||
// Remove any existing damage prefix
|
||||
sequence = UnnormalizeSequence(sequence);
|
||||
|
||||
foreach (var s in DamagePrefixes)
|
||||
if (state >= s.First && anim.HasSequence(s.Second + sequence))
|
||||
return s.Second + sequence;
|
||||
|
||||
|
||||
130
OpenRA.Mods.Common/Traits/Render/WithBridgeSpriteBody.cs
Normal file
130
OpenRA.Mods.Common/Traits/Render/WithBridgeSpriteBody.cs
Normal file
@@ -0,0 +1,130 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation, either version 3 of
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Mods.Common.Graphics;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits.Render
|
||||
{
|
||||
class WithBridgeSpriteBodyInfo : WithSpriteBodyInfo
|
||||
{
|
||||
public readonly string Type = "GroundLevelBridge";
|
||||
|
||||
[Desc("Offset to search for the 'A' neighbour")]
|
||||
public readonly CVec AOffset = CVec.Zero;
|
||||
|
||||
[Desc("Position to search for the 'B' neighbour")]
|
||||
public readonly CVec BOffset = CVec.Zero;
|
||||
|
||||
[SequenceReference]
|
||||
[Desc("Sequences to use when both neighbours are alive.")]
|
||||
public readonly string[] Sequences = { "idle" };
|
||||
|
||||
[SequenceReference]
|
||||
public readonly string[] ADestroyedSequences = { "adestroyed" };
|
||||
|
||||
[SequenceReference]
|
||||
public readonly string[] BDestroyedSequences = { "bdestroyed" };
|
||||
|
||||
[SequenceReference]
|
||||
public readonly string[] ABDestroyedSequences = { "abdestroyed" };
|
||||
|
||||
public override object Create(ActorInitializer init) { return new WithBridgeSpriteBody(init, this); }
|
||||
|
||||
public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
|
||||
{
|
||||
var anim = new Animation(init.World, image);
|
||||
anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequences.First()), () => 0);
|
||||
|
||||
yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, p, rs.Scale);
|
||||
}
|
||||
}
|
||||
|
||||
class WithBridgeSpriteBody : WithSpriteBody, INotifyRemovedFromWorld
|
||||
{
|
||||
readonly WithBridgeSpriteBodyInfo bridgeInfo;
|
||||
readonly BridgeLayer bridgeLayer;
|
||||
readonly Actor self;
|
||||
|
||||
public WithBridgeSpriteBody(ActorInitializer init, WithBridgeSpriteBodyInfo info)
|
||||
: base(init, info, () => 0)
|
||||
{
|
||||
self = init.Self;
|
||||
bridgeInfo = info;
|
||||
bridgeLayer = init.World.WorldActor.Trait<BridgeLayer>();
|
||||
}
|
||||
|
||||
protected override void OnBuildComplete(Actor self)
|
||||
{
|
||||
if (bridgeInfo.AOffset != CVec.Zero)
|
||||
UpdateNeighbour(bridgeInfo.AOffset);
|
||||
|
||||
if (bridgeInfo.BOffset != CVec.Zero)
|
||||
UpdateNeighbour(bridgeInfo.BOffset);
|
||||
|
||||
SetDirty();
|
||||
}
|
||||
|
||||
void UpdateNeighbour(CVec offset)
|
||||
{
|
||||
var neighbour = bridgeLayer[self.Location + offset];
|
||||
if (neighbour == null)
|
||||
return;
|
||||
|
||||
var body = neighbour.TraitOrDefault<WithBridgeSpriteBody>();
|
||||
if (body != null && body.bridgeInfo.Type == bridgeInfo.Type)
|
||||
body.SetDirty();
|
||||
}
|
||||
|
||||
void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
|
||||
{
|
||||
UpdateNeighbour(bridgeInfo.AOffset);
|
||||
UpdateNeighbour(bridgeInfo.BOffset);
|
||||
}
|
||||
|
||||
void SetDirty()
|
||||
{
|
||||
self.World.AddFrameEndTask(w =>
|
||||
{
|
||||
var aDestroyed = bridgeInfo.AOffset != CVec.Zero && NeighbourIsDestroyed(bridgeInfo.AOffset);
|
||||
var bDestroyed = bridgeInfo.BOffset != CVec.Zero && NeighbourIsDestroyed(bridgeInfo.BOffset);
|
||||
|
||||
var sequence = DefaultAnimation.CurrentSequence.Name;
|
||||
if (aDestroyed && bDestroyed && bridgeInfo.ABDestroyedSequences.Any())
|
||||
sequence = bridgeInfo.ABDestroyedSequences.Random(Game.CosmeticRandom);
|
||||
else if (aDestroyed && bridgeInfo.ADestroyedSequences.Any())
|
||||
sequence = bridgeInfo.ADestroyedSequences.Random(Game.CosmeticRandom);
|
||||
else if (bDestroyed && bridgeInfo.BDestroyedSequences.Any())
|
||||
sequence = bridgeInfo.BDestroyedSequences.Random(Game.CosmeticRandom);
|
||||
else
|
||||
sequence = bridgeInfo.Sequences.Random(Game.CosmeticRandom);
|
||||
|
||||
DefaultAnimation.PlayRepeating(NormalizeSequence(self, sequence));
|
||||
});
|
||||
}
|
||||
|
||||
bool NeighbourIsDestroyed(CVec offset)
|
||||
{
|
||||
var neighbour = bridgeLayer[self.Location + offset];
|
||||
if (neighbour == null)
|
||||
return false;
|
||||
|
||||
var segment = neighbour.TraitOrDefault<IBridgeSegment>();
|
||||
if (segment == null)
|
||||
return false;
|
||||
|
||||
return segment.DamageState == DamageState.Dead;
|
||||
}
|
||||
}
|
||||
}
|
||||
100
OpenRA.Mods.Common/Traits/Render/WithDeadBridgeSpriteBody.cs
Normal file
100
OpenRA.Mods.Common/Traits/Render/WithDeadBridgeSpriteBody.cs
Normal file
@@ -0,0 +1,100 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation, either version 3 of
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Mods.Common.Graphics;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits.Render
|
||||
{
|
||||
class WithDeadBridgeSpriteBodyInfo : WithSpriteBodyInfo
|
||||
{
|
||||
[ActorReference]
|
||||
public readonly string[] RampActors = { };
|
||||
|
||||
[Desc("Offset to search for the 'A' neighbour")]
|
||||
public readonly CVec AOffset = CVec.Zero;
|
||||
|
||||
[Desc("Position to search for the 'B' neighbour")]
|
||||
public readonly CVec BOffset = CVec.Zero;
|
||||
|
||||
[SequenceReference]
|
||||
public readonly string[] ARampSequences = { "aramp" };
|
||||
|
||||
[SequenceReference]
|
||||
public readonly string[] BRampSequences = { "bramp" };
|
||||
|
||||
[SequenceReference]
|
||||
public readonly string[] ABRampSequences = { "abramp" };
|
||||
|
||||
[SequenceReference]
|
||||
[Desc("Placeholder sequence to use in the map editor.")]
|
||||
public readonly string EditorSequence = "editor";
|
||||
|
||||
[PaletteReference]
|
||||
[Desc("Palette to use for the editor placeholder.")]
|
||||
public readonly string EditorPalette = "terrainalpha";
|
||||
|
||||
public override object Create(ActorInitializer init) { return new WithDeadBridgeSpriteBody(init, this); }
|
||||
|
||||
public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
|
||||
{
|
||||
var anim = new Animation(init.World, image);
|
||||
var sequence = init.World.Type == WorldType.Editor ? EditorSequence : Sequence;
|
||||
var palette = init.World.Type == WorldType.Editor ? init.WorldRenderer.Palette(EditorPalette) : p;
|
||||
anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), sequence), () => 0);
|
||||
yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, palette, rs.Scale);
|
||||
}
|
||||
}
|
||||
|
||||
class WithDeadBridgeSpriteBody : WithSpriteBody
|
||||
{
|
||||
readonly WithDeadBridgeSpriteBodyInfo bridgeInfo;
|
||||
readonly BridgeLayer bridgeLayer;
|
||||
|
||||
public WithDeadBridgeSpriteBody(ActorInitializer init, WithDeadBridgeSpriteBodyInfo info)
|
||||
: base(init, info, () => 0)
|
||||
{
|
||||
bridgeInfo = info;
|
||||
bridgeLayer = init.World.WorldActor.Trait<BridgeLayer>();
|
||||
}
|
||||
|
||||
bool RampExists(Actor self, CVec offset)
|
||||
{
|
||||
var neighbour = bridgeLayer[self.Location + offset];
|
||||
if (neighbour == null)
|
||||
return false;
|
||||
|
||||
return bridgeInfo.RampActors.Contains(neighbour.Info.Name);
|
||||
}
|
||||
|
||||
protected override void OnBuildComplete(Actor self)
|
||||
{
|
||||
self.World.AddFrameEndTask(w =>
|
||||
{
|
||||
var aRamp = bridgeInfo.AOffset != CVec.Zero && RampExists(self, bridgeInfo.AOffset);
|
||||
var bRamp = bridgeInfo.BOffset != CVec.Zero && RampExists(self, bridgeInfo.BOffset);
|
||||
|
||||
var sequence = DefaultAnimation.CurrentSequence.Name;
|
||||
if (aRamp && bRamp && bridgeInfo.ABRampSequences.Any())
|
||||
sequence = bridgeInfo.ABRampSequences.Random(Game.CosmeticRandom);
|
||||
else if (aRamp && bridgeInfo.ARampSequences.Any())
|
||||
sequence = bridgeInfo.ARampSequences.Random(Game.CosmeticRandom);
|
||||
else if (bRamp && bridgeInfo.BRampSequences.Any())
|
||||
sequence = bridgeInfo.BRampSequences.Random(Game.CosmeticRandom);
|
||||
|
||||
DefaultAnimation.PlayRepeating(NormalizeSequence(self, sequence));
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -17,7 +17,7 @@ using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Can enter a BridgeHut to trigger a repair.")]
|
||||
[Desc("Can enter a BridgeHut or LegacyBridgeHut to trigger a repair.")]
|
||||
class RepairsBridgesInfo : ITraitInfo
|
||||
{
|
||||
[VoiceReference] public readonly string Voice = "Action";
|
||||
@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
"Possible values are Exit, Suicide, Dispose.")]
|
||||
public readonly EnterBehaviour EnterBehaviour = EnterBehaviour.Dispose;
|
||||
|
||||
[Desc("Cursor to use when targeting a BridgeHut of an unrepaired bridge.")]
|
||||
[Desc("Cursor to use when targeting an unrepaired bridge.")]
|
||||
public readonly string TargetCursor = "goldwrench";
|
||||
|
||||
[Desc("Cursor to use when repairing is denied.")]
|
||||
@@ -65,22 +65,34 @@ namespace OpenRA.Mods.Common.Traits
|
||||
if (order.OrderString != "RepairBridge")
|
||||
return null;
|
||||
|
||||
var hut = order.TargetActor.TraitOrDefault<BridgeHut>();
|
||||
if (hut == null)
|
||||
return null;
|
||||
var legacyHut = order.TargetActor.TraitOrDefault<LegacyBridgeHut>();
|
||||
if (legacyHut != null)
|
||||
return legacyHut.BridgeDamageState == DamageState.Undamaged || legacyHut.Repairing || legacyHut.Bridge.IsDangling ? null : info.Voice;
|
||||
|
||||
return hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing || hut.Bridge.IsDangling ? null : info.Voice;
|
||||
var hut = order.TargetActor.TraitOrDefault<BridgeHut>();
|
||||
if (hut != null)
|
||||
return hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing ? null : info.Voice;
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public void ResolveOrder(Actor self, Order order)
|
||||
{
|
||||
if (order.OrderString == "RepairBridge")
|
||||
{
|
||||
var legacyHut = order.TargetActor.TraitOrDefault<LegacyBridgeHut>();
|
||||
var hut = order.TargetActor.TraitOrDefault<BridgeHut>();
|
||||
if (hut == null)
|
||||
return;
|
||||
|
||||
if (hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing || hut.Bridge.IsDangling)
|
||||
if (legacyHut != null)
|
||||
{
|
||||
if (legacyHut.BridgeDamageState == DamageState.Undamaged || legacyHut.Repairing || legacyHut.Bridge.IsDangling)
|
||||
return;
|
||||
}
|
||||
else if (hut != null)
|
||||
{
|
||||
if (hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing)
|
||||
return;
|
||||
}
|
||||
else
|
||||
return;
|
||||
|
||||
self.SetTargetLine(Target.FromOrder(self.World, order), Color.Yellow);
|
||||
@@ -102,22 +114,36 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
|
||||
{
|
||||
var hut = target.TraitOrDefault<BridgeHut>();
|
||||
if (hut == null)
|
||||
return false;
|
||||
|
||||
// Require force attack to heal partially damaged bridges to avoid unnecessary cursor noise
|
||||
var damage = hut.BridgeDamageState;
|
||||
if (!modifiers.HasModifier(TargetModifiers.ForceAttack) && damage != DamageState.Dead)
|
||||
return false;
|
||||
|
||||
// Obey force moving onto bridges
|
||||
if (modifiers.HasModifier(TargetModifiers.ForceMove))
|
||||
return false;
|
||||
|
||||
// Can't repair a bridge that is undamaged, already under repair, or dangling
|
||||
if (damage == DamageState.Undamaged || hut.Repairing || hut.Bridge.IsDangling)
|
||||
cursor = info.TargetBlockedCursor;
|
||||
var legacyHut = target.TraitOrDefault<LegacyBridgeHut>();
|
||||
var hut = target.TraitOrDefault<BridgeHut>();
|
||||
if (legacyHut != null)
|
||||
{
|
||||
// Require force attack to heal partially damaged bridges to avoid unnecessary cursor noise
|
||||
var damage = legacyHut.BridgeDamageState;
|
||||
if (!modifiers.HasModifier(TargetModifiers.ForceAttack) && damage != DamageState.Dead)
|
||||
return false;
|
||||
|
||||
// Can't repair a bridge that is undamaged, already under repair, or dangling
|
||||
if (damage == DamageState.Undamaged || legacyHut.Repairing || legacyHut.Bridge.IsDangling)
|
||||
cursor = info.TargetBlockedCursor;
|
||||
}
|
||||
else if (hut != null)
|
||||
{
|
||||
// Require force attack to heal partially damaged bridges to avoid unnecessary cursor noise
|
||||
var damage = hut.BridgeDamageState;
|
||||
if (hut.Info.RequireForceAttackForHeal && !modifiers.HasModifier(TargetModifiers.ForceAttack) && damage != DamageState.Dead)
|
||||
return false;
|
||||
|
||||
// Can't repair a bridge that is undamaged, already under repair, or dangling
|
||||
if (damage == DamageState.Undamaged || hut.Repairing)
|
||||
cursor = info.TargetBlockedCursor;
|
||||
}
|
||||
else
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -9,103 +9,51 @@
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Primitives;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
class BridgeLayerInfo : ITraitInfo
|
||||
interface IBridgeSegment
|
||||
{
|
||||
[ActorReference]
|
||||
public readonly string[] Bridges = { "bridge1", "bridge2" };
|
||||
void Repair(Actor repairer);
|
||||
void Demolish(Actor saboteur);
|
||||
|
||||
public object Create(ActorInitializer init) { return new BridgeLayer(init.Self, this); }
|
||||
string Type { get; }
|
||||
DamageState DamageState { get; }
|
||||
CVec[] NeighbourOffsets { get; }
|
||||
bool Valid { get; }
|
||||
CPos Location { get; }
|
||||
}
|
||||
|
||||
class BridgeLayer : IWorldLoaded
|
||||
class BridgeLayerInfo : ITraitInfo
|
||||
{
|
||||
readonly BridgeLayerInfo info;
|
||||
readonly Dictionary<ushort, Pair<string, int>> bridgeTypes = new Dictionary<ushort, Pair<string, int>>();
|
||||
public object Create(ActorInitializer init) { return new BridgeLayer(init.World); }
|
||||
}
|
||||
|
||||
CellLayer<Bridge> bridges;
|
||||
class BridgeLayer
|
||||
{
|
||||
readonly CellLayer<Actor> bridges;
|
||||
|
||||
public BridgeLayer(Actor self, BridgeLayerInfo info)
|
||||
public BridgeLayer(World world)
|
||||
{
|
||||
this.info = info;
|
||||
bridges = new CellLayer<Actor>(world.Map);
|
||||
}
|
||||
|
||||
public void WorldLoaded(World w, WorldRenderer wr)
|
||||
public Actor this[CPos cell] { get { return bridges[cell]; } }
|
||||
|
||||
public void Add(Actor b)
|
||||
{
|
||||
bridges = new CellLayer<Bridge>(w.Map);
|
||||
|
||||
// Build a list of templates that should be overlayed with bridges
|
||||
foreach (var bridge in info.Bridges)
|
||||
{
|
||||
var bi = w.Map.Rules.Actors[bridge].TraitInfo<BridgeInfo>();
|
||||
foreach (var template in bi.Templates)
|
||||
bridgeTypes.Add(template.First, Pair.New(bridge, template.Second));
|
||||
}
|
||||
|
||||
// Take all templates to overlay from the map
|
||||
foreach (var cell in w.Map.AllCells.Where(cell => bridgeTypes.ContainsKey(w.Map.Tiles[cell].Type)))
|
||||
ConvertBridgeToActor(w, cell);
|
||||
|
||||
// Link adjacent (long)-bridges so that artwork is updated correctly
|
||||
foreach (var p in w.ActorsWithTrait<Bridge>())
|
||||
p.Trait.LinkNeighbouringBridges(w, this);
|
||||
var buildingInfo = b.Info.TraitInfo<BuildingInfo>();
|
||||
foreach (var c in FootprintUtils.PathableTiles(b.Info.Name, buildingInfo, b.Location))
|
||||
bridges[c] = b;
|
||||
}
|
||||
|
||||
void ConvertBridgeToActor(World w, CPos cell)
|
||||
public void Remove(Actor b)
|
||||
{
|
||||
// This cell already has a bridge overlaying it from a previous iteration
|
||||
if (bridges[cell] != null)
|
||||
return;
|
||||
|
||||
// Correlate the tile "image" aka subtile with its position to find the template origin
|
||||
var tile = w.Map.Tiles[cell].Type;
|
||||
var index = w.Map.Tiles[cell].Index;
|
||||
var template = w.Map.Rules.TileSet.Templates[tile];
|
||||
var ni = cell.X - index % template.Size.X;
|
||||
var nj = cell.Y - index / template.Size.X;
|
||||
|
||||
// Create a new actor for this bridge and keep track of which subtiles this bridge includes
|
||||
var bridge = w.CreateActor(bridgeTypes[tile].First, new TypeDictionary
|
||||
{
|
||||
new LocationInit(new CPos(ni, nj)),
|
||||
new OwnerInit(w.WorldActor.Owner),
|
||||
new HealthInit(bridgeTypes[tile].Second, true),
|
||||
}).Trait<Bridge>();
|
||||
|
||||
var subTiles = new Dictionary<CPos, byte>();
|
||||
var mapTiles = w.Map.Tiles;
|
||||
|
||||
// For each subtile in the template
|
||||
for (byte ind = 0; ind < template.Size.X * template.Size.Y; ind++)
|
||||
{
|
||||
// Where do we expect to find the subtile
|
||||
var subtile = new CPos(ni + ind % template.Size.X, nj + ind / template.Size.X);
|
||||
|
||||
// This isn't the bridge you're looking for
|
||||
if (!mapTiles.Contains(subtile) || mapTiles[subtile].Type != tile || mapTiles[subtile].Index != ind)
|
||||
continue;
|
||||
|
||||
subTiles.Add(subtile, ind);
|
||||
bridges[subtile] = bridge;
|
||||
}
|
||||
|
||||
bridge.Create(tile, subTiles);
|
||||
}
|
||||
|
||||
// Used to check for neighbouring bridges
|
||||
public Bridge GetBridge(CPos cell)
|
||||
{
|
||||
if (!bridges.Contains(cell))
|
||||
return null;
|
||||
|
||||
return bridges[cell];
|
||||
var buildingInfo = b.Info.TraitInfo<BuildingInfo>();
|
||||
foreach (var c in FootprintUtils.PathableTiles(b.Info.Name, buildingInfo, b.Location))
|
||||
if (bridges[c] == b)
|
||||
bridges[c] = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
111
OpenRA.Mods.Common/Traits/World/LegacyBridgeLayer.cs
Normal file
111
OpenRA.Mods.Common/Traits/World/LegacyBridgeLayer.cs
Normal file
@@ -0,0 +1,111 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation, either version 3 of
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Primitives;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
class LegacyBridgeLayerInfo : ITraitInfo
|
||||
{
|
||||
[ActorReference]
|
||||
public readonly string[] Bridges = { "bridge1", "bridge2" };
|
||||
|
||||
public object Create(ActorInitializer init) { return new LegacyBridgeLayer(init.Self, this); }
|
||||
}
|
||||
|
||||
class LegacyBridgeLayer : IWorldLoaded
|
||||
{
|
||||
readonly LegacyBridgeLayerInfo info;
|
||||
readonly Dictionary<ushort, Pair<string, int>> bridgeTypes = new Dictionary<ushort, Pair<string, int>>();
|
||||
|
||||
CellLayer<Bridge> bridges;
|
||||
|
||||
public LegacyBridgeLayer(Actor self, LegacyBridgeLayerInfo info)
|
||||
{
|
||||
this.info = info;
|
||||
}
|
||||
|
||||
public void WorldLoaded(World w, WorldRenderer wr)
|
||||
{
|
||||
bridges = new CellLayer<Bridge>(w.Map);
|
||||
|
||||
// Build a list of templates that should be overlayed with bridges
|
||||
foreach (var bridge in info.Bridges)
|
||||
{
|
||||
var bi = w.Map.Rules.Actors[bridge].TraitInfo<BridgeInfo>();
|
||||
foreach (var template in bi.Templates)
|
||||
bridgeTypes.Add(template.First, Pair.New(bridge, template.Second));
|
||||
}
|
||||
|
||||
// Take all templates to overlay from the map
|
||||
foreach (var cell in w.Map.AllCells.Where(cell => bridgeTypes.ContainsKey(w.Map.Tiles[cell].Type)))
|
||||
ConvertBridgeToActor(w, cell);
|
||||
|
||||
// Link adjacent (long)-bridges so that artwork is updated correctly
|
||||
foreach (var p in w.ActorsWithTrait<Bridge>())
|
||||
p.Trait.LinkNeighbouringBridges(w, this);
|
||||
}
|
||||
|
||||
void ConvertBridgeToActor(World w, CPos cell)
|
||||
{
|
||||
// This cell already has a bridge overlaying it from a previous iteration
|
||||
if (bridges[cell] != null)
|
||||
return;
|
||||
|
||||
// Correlate the tile "image" aka subtile with its position to find the template origin
|
||||
var tile = w.Map.Tiles[cell].Type;
|
||||
var index = w.Map.Tiles[cell].Index;
|
||||
var template = w.Map.Rules.TileSet.Templates[tile];
|
||||
var ni = cell.X - index % template.Size.X;
|
||||
var nj = cell.Y - index / template.Size.X;
|
||||
|
||||
// Create a new actor for this bridge and keep track of which subtiles this bridge includes
|
||||
var bridge = w.CreateActor(bridgeTypes[tile].First, new TypeDictionary
|
||||
{
|
||||
new LocationInit(new CPos(ni, nj)),
|
||||
new OwnerInit(w.WorldActor.Owner),
|
||||
new HealthInit(bridgeTypes[tile].Second, true),
|
||||
}).Trait<Bridge>();
|
||||
|
||||
var subTiles = new Dictionary<CPos, byte>();
|
||||
var mapTiles = w.Map.Tiles;
|
||||
|
||||
// For each subtile in the template
|
||||
for (byte ind = 0; ind < template.Size.X * template.Size.Y; ind++)
|
||||
{
|
||||
// Where do we expect to find the subtile
|
||||
var subtile = new CPos(ni + ind % template.Size.X, nj + ind / template.Size.X);
|
||||
|
||||
// This isn't the bridge you're looking for
|
||||
if (!mapTiles.Contains(subtile) || mapTiles[subtile].Type != tile || mapTiles[subtile].Index != ind)
|
||||
continue;
|
||||
|
||||
subTiles.Add(subtile, ind);
|
||||
bridges[subtile] = bridge;
|
||||
}
|
||||
|
||||
bridge.Create(tile, subTiles);
|
||||
}
|
||||
|
||||
// Used to check for neighbouring bridges
|
||||
public Bridge GetBridge(CPos cell)
|
||||
{
|
||||
if (!bridges.Contains(cell))
|
||||
return null;
|
||||
|
||||
return bridges[cell];
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -532,6 +532,16 @@ namespace OpenRA.Mods.Common.UtilityCommands
|
||||
}
|
||||
}
|
||||
|
||||
// Reworking bridge logic
|
||||
if (engineVersion < 20161210)
|
||||
{
|
||||
if (node.Key == "BridgeHut")
|
||||
RenameNodeKey(node, "LegacyBridgeHut");
|
||||
|
||||
if (node.Key == "BridgeLayer")
|
||||
RenameNodeKey(node, "LegacyBridgeLayer");
|
||||
}
|
||||
|
||||
UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
|
||||
}
|
||||
|
||||
|
||||
@@ -56,7 +56,6 @@
|
||||
<ItemGroup>
|
||||
<Compile Include="Activities\VoxelHarvesterDockSequence.cs" />
|
||||
<Compile Include="SpriteLoaders\TmpTSLoader.cs" />
|
||||
<Compile Include="Traits\Buildings\LowBridge.cs" />
|
||||
<Compile Include="Traits\Buildings\TiberianSunRefinery.cs" />
|
||||
<Compile Include="Traits\Render\WithDockingOverlay.cs" />
|
||||
<Compile Include="Traits\Render\WithPermanentInjury.cs" />
|
||||
|
||||
@@ -1,72 +0,0 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation, either version 3 of
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System.Collections.Generic;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Mods.Common.Traits;
|
||||
using OpenRA.Primitives;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.TS.Traits
|
||||
{
|
||||
[Desc("Bridge actor that can't be passed underneath.")]
|
||||
class LowBridgeInfo : ITraitInfo, Requires<BuildingInfo>
|
||||
{
|
||||
public readonly string TerrainType = "Bridge";
|
||||
|
||||
public object Create(ActorInitializer init) { return new LowBridge(init.Self, this); }
|
||||
}
|
||||
|
||||
class LowBridge : INotifyAddedToWorld, INotifyRemovedFromWorld
|
||||
{
|
||||
readonly LowBridgeInfo info;
|
||||
readonly IEnumerable<CPos> cells;
|
||||
|
||||
public LowBridge(Actor self, LowBridgeInfo info)
|
||||
{
|
||||
this.info = info;
|
||||
|
||||
var buildingInfo = self.Info.TraitInfo<BuildingInfo>();
|
||||
cells = FootprintUtils.PathableTiles(self.Info.Name, buildingInfo, self.Location);
|
||||
}
|
||||
|
||||
void UpdateTerrain(Actor self, byte terrainIndex)
|
||||
{
|
||||
foreach (var cell in cells)
|
||||
self.World.Map.CustomTerrain[cell] = terrainIndex;
|
||||
|
||||
var domainIndex = self.World.WorldActor.TraitOrDefault<DomainIndex>();
|
||||
if (domainIndex != null)
|
||||
domainIndex.UpdateCells(self.World, cells);
|
||||
}
|
||||
|
||||
void INotifyAddedToWorld.AddedToWorld(Actor self)
|
||||
{
|
||||
var tileSet = self.World.Map.Rules.TileSet;
|
||||
var terrainIndex = tileSet.GetTerrainIndex(info.TerrainType);
|
||||
UpdateTerrain(self, terrainIndex);
|
||||
}
|
||||
|
||||
void KillUnitsOnBridge(Actor self)
|
||||
{
|
||||
foreach (var c in cells)
|
||||
foreach (var a in self.World.ActorMap.GetActorsAt(c))
|
||||
if (a.Info.HasTraitInfo<IPositionableInfo>() && !a.Trait<IPositionable>().CanEnterCell(c))
|
||||
a.Kill(self);
|
||||
}
|
||||
|
||||
void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
|
||||
{
|
||||
UpdateTerrain(self, byte.MaxValue);
|
||||
KillUnitsOnBridge(self);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -448,7 +448,7 @@ BRIDGEHUT:
|
||||
Dimensions: 2,2
|
||||
CustomSelectionSize:
|
||||
CustomBounds: 48,48
|
||||
BridgeHut:
|
||||
LegacyBridgeHut:
|
||||
Targetable:
|
||||
TargetTypes: BridgeHut, C4
|
||||
|
||||
|
||||
@@ -58,7 +58,7 @@ World:
|
||||
HelpCommand:
|
||||
ScreenShaker:
|
||||
BuildingInfluence:
|
||||
BridgeLayer:
|
||||
LegacyBridgeLayer:
|
||||
Bridges: bridge1, bridge2, bridge3, bridge4
|
||||
ProductionQueueFromSelection:
|
||||
ProductionTabsWidget: PRODUCTION_TABS
|
||||
|
||||
@@ -522,7 +522,7 @@ BRIDGEHUT:
|
||||
Selectable:
|
||||
Bounds: 48,48
|
||||
Priority: 2
|
||||
BridgeHut:
|
||||
LegacyBridgeHut:
|
||||
Targetable:
|
||||
TargetTypes: BridgeHut, C4
|
||||
|
||||
@@ -534,7 +534,7 @@ BRIDGEHUT.small:
|
||||
Selectable:
|
||||
Bounds: 24,24
|
||||
Priority: 2
|
||||
BridgeHut:
|
||||
LegacyBridgeHut:
|
||||
Targetable:
|
||||
TargetTypes: BridgeHut, C4
|
||||
|
||||
|
||||
@@ -99,7 +99,7 @@ World:
|
||||
BuildingInfluence:
|
||||
ProductionQueueFromSelection:
|
||||
ProductionPaletteWidget: PRODUCTION_PALETTE
|
||||
BridgeLayer:
|
||||
LegacyBridgeLayer:
|
||||
Bridges: bridge1, bridge2, br1, br2, br3, sbridge1, sbridge2, sbridge3, sbridge4
|
||||
CustomTerrainDebugOverlay:
|
||||
CrateSpawner:
|
||||
|
||||
@@ -141,10 +141,10 @@ Cursors:
|
||||
Start: 120
|
||||
Length: 9
|
||||
goldwrench:
|
||||
Start: 170
|
||||
Length: 24
|
||||
Start: 150
|
||||
Length: 20
|
||||
goldwrench-blocked: #TODO
|
||||
Start: 213
|
||||
Start: 190
|
||||
Length: 1
|
||||
ioncannon:
|
||||
Start: 279
|
||||
|
||||
@@ -14,7 +14,7 @@ Bounds: 2,4,130,242
|
||||
|
||||
Visibility: Lobby
|
||||
|
||||
Categories: Conquest, Original TS Map
|
||||
Categories: Conquest, Original TS Map, Playable
|
||||
|
||||
Players:
|
||||
PlayerReference@Neutral:
|
||||
|
||||
@@ -1247,11 +1247,3 @@ Rules:
|
||||
World:
|
||||
GlobalLightingPaletteEffect:
|
||||
Ambient: 0.75
|
||||
LOBRDG_A:
|
||||
Targetable:
|
||||
TargetTypes: Ground, Building
|
||||
RequiresForceFire: true
|
||||
Health:
|
||||
HP: 1000
|
||||
Armor:
|
||||
Type: Concrete
|
||||
|
||||
@@ -1,49 +1,153 @@
|
||||
CABHUT:
|
||||
Inherits: ^BasicBuilding
|
||||
Tooltip:
|
||||
Name: Bridge repair hut
|
||||
Building:
|
||||
Adjacent: 0
|
||||
Footprint: x
|
||||
Dimensions: 1, 1
|
||||
BridgeHut:
|
||||
NeighbourOffsets: -1,-1, -1,0, -1,1, 0,-1, 0,1, 1,-1, 1,0, 1,1
|
||||
RenderSprites:
|
||||
Palette: player
|
||||
Targetable:
|
||||
TargetTypes: C4
|
||||
-SelectionDecorations:
|
||||
-Demolishable:
|
||||
|
||||
^LowBridgeRamp:
|
||||
AlwaysVisible:
|
||||
RenderSprites:
|
||||
Palette: terraindecoration
|
||||
WithSpriteBody:
|
||||
AutoSelectionSize:
|
||||
AppearsOnRadar:
|
||||
RadarColorFromTerrain:
|
||||
Terrain: Bridge
|
||||
BodyOrientation:
|
||||
UseClassicPerspectiveFudge: false
|
||||
QuantizedFacings: 1
|
||||
Tooltip:
|
||||
Name: Bridge
|
||||
|
||||
^LowBridge:
|
||||
Inherits: ^LowBridgeRamp
|
||||
Targetable:
|
||||
TargetTypes: Ground, Building
|
||||
RequiresForceFire: true
|
||||
Health:
|
||||
HP: 500
|
||||
Armor:
|
||||
Type: Concrete
|
||||
|
||||
LOBRDG_A:
|
||||
Inherits: ^LowBridge_A
|
||||
Inherits: ^LowBridge
|
||||
Building:
|
||||
Footprint: ___
|
||||
Dimensions: 3, 1
|
||||
GroundLevelBridge:
|
||||
NeighbourOffsets: 1,-1, 1,1
|
||||
SpawnActorOnDeath:
|
||||
Actor: lobrdg_a_d
|
||||
-WithSpriteBody:
|
||||
WithBridgeSpriteBody:
|
||||
AOffset: 1,-1
|
||||
BOffset: 1,1
|
||||
Sequences: idle, idle2, idle3, idle4
|
||||
ADestroyedSequences: adead
|
||||
BDestroyedSequences: bdead
|
||||
ABDestroyedSequences: abdead
|
||||
|
||||
LOBRDG_A_D:
|
||||
Inherits: ^LowBridge_A
|
||||
-RenderSprites:
|
||||
RenderSpritesEditorOnly:
|
||||
Palette: terrainalpha
|
||||
Inherits: LOBRDG_A
|
||||
EditorOnlyTooltip:
|
||||
Name: Dead Bridge
|
||||
-LowBridge:
|
||||
-GroundLevelBridge:
|
||||
-AppearsOnRadar:
|
||||
BridgePlaceholder:
|
||||
DamageState: Dead
|
||||
ReplaceWithActor: lobrdg_a
|
||||
NeighbourOffsets: 1,-1, 1,1
|
||||
-WithBridgeSpriteBody:
|
||||
WithDeadBridgeSpriteBody:
|
||||
RampActors: lobrdg_r_ne, lobrdg_r_sw
|
||||
AOffset: 1,-1
|
||||
BOffset: 1,1
|
||||
CustomSelectionSize:
|
||||
CustomBounds: 96, 48
|
||||
|
||||
LOBRDG_B:
|
||||
Inherits: ^LowBridge_B
|
||||
Inherits: ^LowBridge
|
||||
Building:
|
||||
Footprint: _ _ _
|
||||
Dimensions: 1, 3
|
||||
GroundLevelBridge:
|
||||
NeighbourOffsets: -1,1, 1,1
|
||||
SpawnActorOnDeath:
|
||||
Actor: lobrdg_b_d
|
||||
-WithSpriteBody:
|
||||
WithBridgeSpriteBody:
|
||||
AOffset: -1,1
|
||||
BOffset: 1,1
|
||||
Sequences: idle, idle2, idle3, idle4
|
||||
ADestroyedSequences: adead
|
||||
BDestroyedSequences: bdead
|
||||
ABDestroyedSequences: abdead
|
||||
|
||||
LOBRDG_B_D:
|
||||
Inherits: ^LowBridge_B
|
||||
-RenderSprites:
|
||||
RenderSpritesEditorOnly:
|
||||
Palette: terrainalpha
|
||||
Inherits: LOBRDG_B
|
||||
EditorOnlyTooltip:
|
||||
Name: Dead Bridge
|
||||
-LowBridge:
|
||||
-GroundLevelBridge:
|
||||
-AppearsOnRadar:
|
||||
BridgePlaceholder:
|
||||
DamageState: Dead
|
||||
ReplaceWithActor: lobrdg_b
|
||||
NeighbourOffsets: -1,1, 1,1
|
||||
-WithBridgeSpriteBody:
|
||||
WithDeadBridgeSpriteBody:
|
||||
RampActors: lobrdg_r_nw, lobrdg_r_se
|
||||
AOffset: 1,1
|
||||
BOffset: -1,1
|
||||
CustomSelectionSize:
|
||||
CustomBounds: 96, 48
|
||||
|
||||
LOBRDG_R_SE:
|
||||
Inherits: ^LowBridge_B
|
||||
Inherits: ^LowBridgeRamp
|
||||
Building:
|
||||
Footprint: _ _ _
|
||||
Dimensions: 1, 3
|
||||
BridgePlaceholder:
|
||||
NeighbourOffsets: -1,1
|
||||
EditorOnlyTooltip:
|
||||
Name: Bridge Ramp
|
||||
Description: South East
|
||||
|
||||
LOBRDG_R_NW:
|
||||
Inherits: ^LowBridge_B
|
||||
Inherits: ^LowBridgeRamp
|
||||
Building:
|
||||
Footprint: _ _ _
|
||||
Dimensions: 1, 3
|
||||
BridgePlaceholder:
|
||||
NeighbourOffsets: 1,1
|
||||
EditorOnlyTooltip:
|
||||
Name: Bridge Ramp
|
||||
Description: North West
|
||||
|
||||
LOBRDG_R_NE:
|
||||
Inherits: ^LowBridge_A
|
||||
Inherits: ^LowBridgeRamp
|
||||
Building:
|
||||
Footprint: ___
|
||||
Dimensions: 3, 1
|
||||
BridgePlaceholder:
|
||||
NeighbourOffsets: 1,1
|
||||
EditorOnlyTooltip:
|
||||
Name: Bridge Ramp
|
||||
Description: North East
|
||||
|
||||
LOBRDG_R_SW:
|
||||
Inherits: ^LowBridge_A
|
||||
Inherits: ^LowBridgeRamp
|
||||
Building:
|
||||
Footprint: ___
|
||||
Dimensions: 3, 1
|
||||
BridgePlaceholder:
|
||||
NeighbourOffsets: 1,-1
|
||||
EditorOnlyTooltip:
|
||||
Name: Bridge Ramp
|
||||
Description: South West
|
||||
|
||||
@@ -645,19 +645,6 @@ CAARMR:
|
||||
Prerequisite: barracks.upgraded
|
||||
Capturable:
|
||||
|
||||
CABHUT:
|
||||
Inherits: ^CivBuilding
|
||||
Tooltip:
|
||||
Name: Bridge repair hut
|
||||
Building:
|
||||
Adjacent: 0
|
||||
Footprint: x
|
||||
Dimensions: 1, 1
|
||||
Health:
|
||||
HP: 2000
|
||||
RenderSprites:
|
||||
Palette: player
|
||||
|
||||
CACRSH01:
|
||||
Inherits: ^Decoration
|
||||
Tooltip:
|
||||
|
||||
@@ -901,36 +901,6 @@
|
||||
LineBuildNode:
|
||||
Connections: 0,-1, 0,1
|
||||
|
||||
^LowBridge:
|
||||
AlwaysVisible:
|
||||
RenderSprites:
|
||||
Palette: terraindecoration
|
||||
WithSpriteBody:
|
||||
AutoSelectionSize:
|
||||
AppearsOnRadar:
|
||||
RadarColorFromTerrain:
|
||||
Terrain: Bridge
|
||||
BodyOrientation:
|
||||
UseClassicPerspectiveFudge: false
|
||||
QuantizedFacings: 1
|
||||
Tooltip:
|
||||
Name: Bridge
|
||||
Health:
|
||||
|
||||
^LowBridge_A:
|
||||
Inherits: ^LowBridge
|
||||
Building:
|
||||
Footprint: ___
|
||||
Dimensions: 3, 1
|
||||
LowBridge:
|
||||
|
||||
^LowBridge_B:
|
||||
Inherits: ^LowBridge
|
||||
Building:
|
||||
Footprint: _ _ _
|
||||
Dimensions: 1, 3
|
||||
LowBridge:
|
||||
|
||||
^HealsOnTiberium:
|
||||
DamagedByTerrain:
|
||||
Damage: -2
|
||||
|
||||
@@ -99,6 +99,7 @@ World:
|
||||
SmokeType: largesmoke
|
||||
Sequence: largecraters
|
||||
ResourceLayer:
|
||||
BridgeLayer:
|
||||
CustomTerrainDebugOverlay:
|
||||
ResourceClaimLayer:
|
||||
WarheadDebugOverlay:
|
||||
|
||||
@@ -8,29 +8,39 @@
|
||||
|
||||
lobrdg_a:
|
||||
Inherits: ^bridge
|
||||
idle: lobrdg10 # lobrdg11, 12, 13
|
||||
damaged-idle: lobrdg16
|
||||
sw: lobrdg14
|
||||
damaged-sw: lobrdg17
|
||||
ne: lobrdg15
|
||||
damaged-ne: lobrdg18
|
||||
idle: lobrdg10
|
||||
idle2: lobrdg11
|
||||
idle3: lobrdg12
|
||||
idle4: lobrdg13
|
||||
adead: lobrdg15
|
||||
bdead: lobrdg14
|
||||
abdead: lobrdg16
|
||||
|
||||
lobrdg_a_d:
|
||||
Inherits: ^bridge
|
||||
idle: lobrdg10 # actually lobrdg28
|
||||
idle: lobrdg28
|
||||
aramp: lobrdg17
|
||||
bramp: lobrdg18
|
||||
abramp: lobrdg28
|
||||
editor: lobrdg10
|
||||
|
||||
lobrdg_b:
|
||||
Inherits: ^bridge
|
||||
idle: lobrdg01 # lobrdg02, 03, 04
|
||||
damaged-idle: lobrdg07
|
||||
se: lobrdg06
|
||||
damaged-se: lobrdg09
|
||||
nw: lobrdg05
|
||||
damaged-nw: lobrdg08
|
||||
idle: lobrdg01
|
||||
idle2: lobrdg02
|
||||
idle3: lobrdg03
|
||||
idle4: lobrdg04
|
||||
adead: lobrdg05
|
||||
bdead: lobrdg06
|
||||
abdead: lobrdg07
|
||||
|
||||
lobrdg_b_d:
|
||||
Inherits: ^bridge
|
||||
idle: lobrdg01 # actually lobrdg27
|
||||
idle: lobrdg27
|
||||
aramp: lobrdg08
|
||||
bramp: lobrdg09
|
||||
abramp: lobrdg27
|
||||
editor: lobrdg01
|
||||
|
||||
lobrdg_r_se:
|
||||
Inherits: ^bridge
|
||||
|
||||
@@ -78,3 +78,11 @@ LargeDebris:
|
||||
Image: dbrislg
|
||||
Sequences: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
|
||||
Shadow: true
|
||||
|
||||
Demolish:
|
||||
Warhead@1Dam: SpreadDamage
|
||||
DamageTypes: DefaultDeath
|
||||
Warhead@2Eff: CreateEffect
|
||||
Explosions: large_twlt
|
||||
ExplosionPalette: effectalpha75
|
||||
ImpactSounds: expnew09.aud
|
||||
Reference in New Issue
Block a user