Per-player unit production. Also, fixed an interesting bug in Sequence.
This commit is contained in:
@@ -1,13 +1,13 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Text;
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using System.Text;
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using System.Windows.Forms;
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using System.Windows.Forms;
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using IjwFramework.Types;
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using IjwFramework.Types;
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using System.Drawing;
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using System.Drawing;
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using OpenRa.Game.Traits;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game
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namespace OpenRa.Game
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{
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{
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class Controller
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class Controller
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{
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{
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@@ -76,7 +76,7 @@ namespace OpenRa.Game
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if (mi.Button == MouseButtons.None && mi.Event == MouseInputEvent.Move)
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if (mi.Button == MouseButtons.None && mi.Event == MouseInputEvent.Move)
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{
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{
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/* update the cursor to reflect the thing under us - note this
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/* update the cursor to reflect the thing under us - note this
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* needs to also happen when the *thing* changes, so per-frame hook */
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* needs to also happen when the *thing* changes, so per-frame hook */
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dragStart = dragEnd = xy;
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dragStart = dragEnd = xy;
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}
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}
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@@ -101,31 +101,6 @@ namespace OpenRa.Game
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.FirstOrDefault(a => a != null) : null;
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.FirstOrDefault(a => a != null) : null;
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return c ?? (Game.SelectUnitOrBuilding(Game.CellSize * dragEnd).Any() ? Cursor.Select : Cursor.Default);
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return c ?? (Game.SelectUnitOrBuilding(Game.CellSize * dragEnd).Any() ? Cursor.Select : Cursor.Default);
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//foreach( var o in
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//var uog = orderGenerator as UnitOrderGenerator;
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//if (uog != null)
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// uog.selection.RemoveAll(a => a.IsDead);
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//if (uog != null && uog.selection.Count > 0
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// && uog.selection.Any(a => a.traits.Contains<Traits.Mobile>())
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// && uog.selection.All(a => a.Owner == Game.LocalPlayer))
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//{
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// var umts = uog.selection.Select(a => a.traits.GetOrDefault<Mobile>())
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// .Where(m => m != null)
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// .Select(m => m.GetMovementType())
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// .Distinct();
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// if (!umts.Any(umt => Game.IsCellBuildable(dragEnd.ToInt2(), umt)))
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// return Cursor.MoveBlocked;
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// return Cursor.Move;
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//}
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//if (Game.SelectUnitOrBuilding(Game.CellSize * dragEnd).Any())
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// return Cursor.Select;
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//return Cursor.Default;
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}
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}
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}
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}
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}
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}
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@@ -1,260 +1,262 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using OpenRa.FileFormats;
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using OpenRa.FileFormats;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Graphics;
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using OpenRa.TechTree;
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using OpenRa.TechTree;
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using System.Drawing;
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using System.Drawing;
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using System.Linq;
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using System.Linq;
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using IrrKlang;
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using IrrKlang;
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using IjwFramework.Collections;
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using IjwFramework.Collections;
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using System;
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using System;
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using IjwFramework.Types;
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using IjwFramework.Types;
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using OpenRa.Game.Traits;
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using OpenRa.Game.Traits;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.GameRules;
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namespace OpenRa.Game
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namespace OpenRa.Game
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{
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{
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static class Game
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static class Game
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{
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{
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public static readonly int CellSize = 24;
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public static readonly int CellSize = 24;
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public static World world;
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public static World world;
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public static Map map;
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public static Map map;
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static TreeCache treeCache;
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static TreeCache treeCache;
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public static Viewport viewport;
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public static Viewport viewport;
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public static PathFinder PathFinder;
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public static PathFinder PathFinder;
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public static WorldRenderer worldRenderer;
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public static WorldRenderer worldRenderer;
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public static Controller controller;
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public static Controller controller;
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public static OrderManager orderManager;
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public static OrderManager orderManager;
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static int localPlayerIndex;
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static int localPlayerIndex;
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public static Dictionary<int, Player> players = new Dictionary<int, Player>();
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public static Dictionary<int, Player> players = new Dictionary<int, Player>();
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public static Player LocalPlayer { get { return players[localPlayerIndex]; } }
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public static Player LocalPlayer { get { return players[localPlayerIndex]; } }
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public static BuildingInfluenceMap BuildingInfluence;
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public static BuildingInfluenceMap BuildingInfluence;
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public static UnitInfluenceMap UnitInfluence;
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public static UnitInfluenceMap UnitInfluence;
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static ISoundEngine soundEngine;
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static ISoundEngine soundEngine;
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public static string Replay;
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public static string Replay;
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public static void Initialize(string mapName, Renderer renderer, int2 clientSize, int localPlayer)
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public static void Initialize(string mapName, Renderer renderer, int2 clientSize, int localPlayer)
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{
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{
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Rules.LoadRules(mapName);
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Rules.LoadRules(mapName);
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for (int i = 0; i < 8; i++)
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for (int i = 0; i < 8; i++)
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players.Add(i, new Player(i, string.Format("Multi{0}", i), Race.Soviet));
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players.Add(i, new Player(i, string.Format("Multi{0}", i), Race.Soviet));
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localPlayerIndex = localPlayer;
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localPlayerIndex = localPlayer;
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var mapFile = new IniFile(FileSystem.Open(mapName));
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var mapFile = new IniFile(FileSystem.Open(mapName));
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map = new Map(mapFile);
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map = new Map(mapFile);
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FileSystem.Mount(new Package(map.Theater + ".mix"));
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FileSystem.Mount(new Package(map.Theater + ".mix"));
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viewport = new Viewport( clientSize, map.Offset, map.Offset + map.Size, renderer );
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viewport = new Viewport( clientSize, map.Offset, map.Offset + map.Size, renderer );
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world = new World();
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world = new World();
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treeCache = new TreeCache(map);
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treeCache = new TreeCache(map);
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foreach (TreeReference treeReference in map.Trees)
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foreach (TreeReference treeReference in map.Trees)
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world.Add(new Actor(treeReference, treeCache));
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world.Add(new Actor(treeReference, treeCache));
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BuildingInfluence = new BuildingInfluenceMap(8);
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BuildingInfluence = new BuildingInfluenceMap(8);
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UnitInfluence = new UnitInfluenceMap();
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UnitInfluence = new UnitInfluenceMap();
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LoadMapBuildings(mapFile);
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LoadMapBuildings(mapFile);
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LoadMapUnits(mapFile);
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LoadMapUnits(mapFile);
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controller = new Controller();
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controller = new Controller();
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worldRenderer = new WorldRenderer(renderer);
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worldRenderer = new WorldRenderer(renderer);
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PathFinder = new PathFinder( map, worldRenderer.terrainRenderer.tileSet );
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PathFinder = new PathFinder( map, worldRenderer.terrainRenderer.tileSet );
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soundEngine = new ISoundEngine();
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soundEngine = new ISoundEngine();
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sounds = new Cache<string, ISoundSource>(LoadSound);
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sounds = new Cache<string, ISoundSource>(LoadSound);
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orderManager = (Replay == "")
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orderManager = (Replay == "")
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? new OrderManager(new[] { new LocalOrderSource() }, "replay.rep")
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? new OrderManager(new[] { new LocalOrderSource() }, "replay.rep")
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: new OrderManager(new[] { new ReplayOrderSource(Replay) });
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: new OrderManager(new[] { new ReplayOrderSource(Replay) });
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PlaySound("intro.aud", false);
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PlaySound("intro.aud", false);
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}
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}
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static void LoadMapBuildings( IniFile mapfile )
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static void LoadMapBuildings( IniFile mapfile )
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{
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{
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foreach( var s in mapfile.GetSection( "STRUCTURES", true ) )
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foreach( var s in mapfile.GetSection( "STRUCTURES", true ) )
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{
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{
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//num=owner,type,health,location,facing,trigger,unknown,shouldRepair
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//num=owner,type,health,location,facing,trigger,unknown,shouldRepair
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var parts = s.Value.ToLowerInvariant().Split( ',' );
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var parts = s.Value.ToLowerInvariant().Split( ',' );
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var loc = int.Parse( parts[ 3 ] );
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var loc = int.Parse( parts[ 3 ] );
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world.Add( new Actor( parts[ 1 ], new int2( loc % 128, loc / 128 ), players[ 0 ] ) );
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world.Add( new Actor( parts[ 1 ], new int2( loc % 128, loc / 128 ), players[ 0 ] ) );
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}
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}
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}
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}
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static void LoadMapUnits( IniFile mapfile )
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static void LoadMapUnits( IniFile mapfile )
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{
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{
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foreach( var s in mapfile.GetSection( "UNITS", true ) )
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foreach( var s in mapfile.GetSection( "UNITS", true ) )
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{
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{
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//num=owner,type,health,location,facing,action,trigger
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//num=owner,type,health,location,facing,action,trigger
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var parts = s.Value.ToLowerInvariant().Split( ',' );
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var parts = s.Value.ToLowerInvariant().Split( ',' );
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var loc = int.Parse( parts[ 3 ] );
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var loc = int.Parse( parts[ 3 ] );
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world.Add( new Actor( parts[ 1 ], new int2( loc % 128, loc / 128 ), players[ 0 ] ) );
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world.Add( new Actor( parts[ 1 ], new int2( loc % 128, loc / 128 ), players[ 0 ] ) );
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}
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}
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}
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}
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static Cache<string, ISoundSource> sounds;
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static Cache<string, ISoundSource> sounds;
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static ISoundSource LoadSound(string filename)
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static ISoundSource LoadSound(string filename)
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{
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{
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var data = AudLoader.LoadSound(FileSystem.Open(filename));
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var data = AudLoader.LoadSound(FileSystem.Open(filename));
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return soundEngine.AddSoundSourceFromPCMData(data, filename,
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return soundEngine.AddSoundSourceFromPCMData(data, filename,
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new AudioFormat()
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new AudioFormat()
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{
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{
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ChannelCount = 1,
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ChannelCount = 1,
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FrameCount = data.Length / 2,
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FrameCount = data.Length / 2,
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Format = SampleFormat.Signed16Bit,
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Format = SampleFormat.Signed16Bit,
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SampleRate = 22050
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SampleRate = 22050
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});
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});
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}
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}
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public static void PlaySound(string name, bool loop)
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public static void PlaySound(string name, bool loop)
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{
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{
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var sound = sounds[name];
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var sound = sounds[name];
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// todo: positioning
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// todo: positioning
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soundEngine.Play2D(sound, loop, false, false);
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soundEngine.Play2D(sound, loop, false, false);
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}
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}
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public static void Tick()
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public static void Tick()
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{
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{
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world.Update();
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world.Update();
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UnitInfluence.Tick();
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UnitInfluence.Tick();
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foreach( var player in players.Values )
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viewport.DrawRegions();
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player.Tick();
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orderManager.Tick();
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viewport.DrawRegions();
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}
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orderManager.Tick();
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public static bool IsCellBuildable(int2 a, UnitMovementType umt)
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}
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{
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if (BuildingInfluence.GetBuildingAt(a) != null) return false;
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public static bool IsCellBuildable(int2 a, UnitMovementType umt)
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if (UnitInfluence.GetUnitAt(a) != null) return false;
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{
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if (BuildingInfluence.GetBuildingAt(a) != null) return false;
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return map.IsInMap(a.X, a.Y) &&
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if (UnitInfluence.GetUnitAt(a) != null) return false;
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TerrainCosts.Cost(umt,
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worldRenderer.terrainRenderer.tileSet.GetWalkability( map.MapTiles[ a.X, a.Y ] ) ) < double.PositiveInfinity;
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return map.IsInMap(a.X, a.Y) &&
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}
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TerrainCosts.Cost(umt,
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worldRenderer.terrainRenderer.tileSet.GetWalkability( map.MapTiles[ a.X, a.Y ] ) ) < double.PositiveInfinity;
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static IEnumerable<Actor> FindUnits(float2 a, float2 b)
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}
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{
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var min = float2.Min(a, b);
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static IEnumerable<Actor> FindUnits(float2 a, float2 b)
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var max = float2.Max(a, b);
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{
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var min = float2.Min(a, b);
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var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y);
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var max = float2.Max(a, b);
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return world.Actors
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var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y);
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.Where(x => x.Bounds.IntersectsWith(rect));
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}
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return world.Actors
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.Where(x => x.Bounds.IntersectsWith(rect));
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public static IEnumerable<Actor> FindUnitsInCircle(float2 a, float r)
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}
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{
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return FindUnits(a - new float2(r, r), a + new float2(r, r))
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public static IEnumerable<Actor> FindUnitsInCircle(float2 a, float r)
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.Where(x => (x.CenterLocation - a).LengthSquared < r * r);
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{
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}
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return FindUnits(a - new float2(r, r), a + new float2(r, r))
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.Where(x => (x.CenterLocation - a).LengthSquared < r * r);
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public static IEnumerable<int2> FindTilesInCircle( int2 a, int r )
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}
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{
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var min = a - new int2(r, r);
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public static IEnumerable<int2> FindTilesInCircle( int2 a, int r )
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var max = a + new int2(r, r);
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{
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if( min.X < 0 ) min.X = 0;
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var min = a - new int2(r, r);
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if( min.Y < 0 ) min.Y = 0;
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var max = a + new int2(r, r);
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if( max.X > 127 ) max.X = 127;
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if( min.X < 0 ) min.X = 0;
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if( max.Y > 127 ) max.Y = 127;
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if( min.Y < 0 ) min.Y = 0;
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if( max.X > 127 ) max.X = 127;
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for (var j = min.Y; j <= max.Y; j++)
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if( max.Y > 127 ) max.Y = 127;
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for (var i = min.X; i <= max.X; i++)
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if (r * r >= (new int2(i, j) - a).LengthSquared)
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for (var j = min.Y; j <= max.Y; j++)
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yield return new int2(i, j);
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for (var i = min.X; i <= max.X; i++)
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}
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if (r * r >= (new int2(i, j) - a).LengthSquared)
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yield return new int2(i, j);
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public static IEnumerable<Actor> SelectUnitsInBox(float2 a, float2 b)
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}
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{
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return FindUnits(a, b).Where(x => x.Owner == LocalPlayer && x.traits.Contains<Traits.Mobile>());
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public static IEnumerable<Actor> SelectUnitsInBox(float2 a, float2 b)
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}
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{
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return FindUnits(a, b).Where(x => x.Owner == LocalPlayer && x.traits.Contains<Traits.Mobile>());
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public static IEnumerable<Actor> SelectUnitOrBuilding(float2 a)
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}
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{
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var q = FindUnits(a, a);
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public static IEnumerable<Actor> SelectUnitOrBuilding(float2 a)
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return q.Where(x => x.traits.Contains<Traits.Mobile>()).Concat(q).Take(1);
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{
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}
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var q = FindUnits(a, a);
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return q.Where(x => x.traits.Contains<Traits.Mobile>()).Concat(q).Take(1);
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public static int GetDistanceToBase(int2 b, Player p)
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}
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{
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var building = BuildingInfluence.GetNearestBuilding(b);
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public static int GetDistanceToBase(int2 b, Player p)
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if (building == null || building.Owner != p)
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{
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return int.MaxValue;
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var building = BuildingInfluence.GetNearestBuilding(b);
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if (building == null || building.Owner != p)
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return BuildingInfluence.GetDistanceToBuilding(b);
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return int.MaxValue;
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}
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return BuildingInfluence.GetDistanceToBuilding(b);
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public static Random SharedRandom = new Random(); /* for things that require sync */
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}
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public static Random CosmeticRandom = new Random(); /* for things that are just fluff */
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public static Random SharedRandom = new Random(); /* for things that require sync */
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public static readonly Pair<VoicePool, VoicePool> SovietVoices =
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public static Random CosmeticRandom = new Random(); /* for things that are just fluff */
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Pair.New(
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new VoicePool("ackno", "affirm1", "noprob", "overout", "ritaway", "roger", "ugotit"),
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public static readonly Pair<VoicePool, VoicePool> SovietVoices =
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new VoicePool("await1", "ready", "report1", "yessir1"));
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Pair.New(
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new VoicePool("ackno", "affirm1", "noprob", "overout", "ritaway", "roger", "ugotit"),
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static int2? FindAdjacentTile(Actor a, UnitMovementType umt)
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new VoicePool("await1", "ready", "report1", "yessir1"));
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{
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var tiles = Footprint.Tiles(a);
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static int2? FindAdjacentTile(Actor a, UnitMovementType umt)
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var min = tiles.Aggregate(int2.Min) - new int2(1, 1);
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{
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var max = tiles.Aggregate(int2.Max) + new int2(1, 1);
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var tiles = Footprint.Tiles(a);
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var min = tiles.Aggregate(int2.Min) - new int2(1, 1);
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for (var j = min.Y; j <= max.Y; j++)
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var max = tiles.Aggregate(int2.Max) + new int2(1, 1);
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for (var i = min.X; i <= max.X; i++)
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if (IsCellBuildable(new int2(i, j), umt))
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for (var j = min.Y; j <= max.Y; j++)
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return new int2(i, j);
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for (var i = min.X; i <= max.X; i++)
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if (IsCellBuildable(new int2(i, j), umt))
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return null;
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return new int2(i, j);
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||||||
}
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||||||
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return null;
|
||||||
public static void BuildUnit(Player player, string name)
|
}
|
||||||
{
|
|
||||||
var producerTypes = Rules.UnitInfo[name].BuiltAt;
|
public static void BuildUnit(Player player, string name)
|
||||||
var producer = world.Actors
|
{
|
||||||
.FirstOrDefault(a => a.unitInfo != null
|
var producerTypes = Rules.UnitInfo[name].BuiltAt;
|
||||||
&& producerTypes.Contains(a.unitInfo.Name) && a.Owner == player);
|
var producer = world.Actors
|
||||||
|
.FirstOrDefault(a => a.unitInfo != null
|
||||||
if (producer == null)
|
&& producerTypes.Contains(a.unitInfo.Name) && a.Owner == player);
|
||||||
throw new InvalidOperationException("BuildUnit without suitable production structure!");
|
|
||||||
|
if (producer == null)
|
||||||
Actor unit;
|
throw new InvalidOperationException("BuildUnit without suitable production structure!");
|
||||||
|
|
||||||
if (producerTypes.Contains("spen") || producerTypes.Contains("syrd"))
|
Actor unit;
|
||||||
{
|
|
||||||
var space = FindAdjacentTile(producer, Rules.UnitInfo[name].WaterBound ?
|
if (producerTypes.Contains("spen") || producerTypes.Contains("syrd"))
|
||||||
UnitMovementType.Float : UnitMovementType.Wheel ); /* hackety hack */
|
{
|
||||||
|
var space = FindAdjacentTile(producer, Rules.UnitInfo[name].WaterBound ?
|
||||||
if (space == null)
|
UnitMovementType.Float : UnitMovementType.Wheel ); /* hackety hack */
|
||||||
throw new NotImplementedException("Nowhere to place this unit.");
|
|
||||||
|
if (space == null)
|
||||||
unit = new Actor(name, space.Value, player);
|
throw new NotImplementedException("Nowhere to place this unit.");
|
||||||
var mobile = unit.traits.Get<Mobile>();
|
|
||||||
mobile.facing = SharedRandom.Next(256);
|
unit = new Actor(name, space.Value, player);
|
||||||
}
|
var mobile = unit.traits.Get<Mobile>();
|
||||||
else
|
mobile.facing = SharedRandom.Next(256);
|
||||||
{
|
}
|
||||||
unit = new Actor(name, (1 / 24f * producer.CenterLocation).ToInt2(), player);
|
else
|
||||||
var mobile = unit.traits.Get<Mobile>();
|
{
|
||||||
mobile.facing = 128;
|
unit = new Actor(name, (1 / 24f * producer.CenterLocation).ToInt2(), player);
|
||||||
mobile.QueueActivity(new Mobile.MoveTo(unit.Location + new int2(0, 3)));
|
var mobile = unit.traits.Get<Mobile>();
|
||||||
}
|
mobile.facing = 128;
|
||||||
|
mobile.QueueActivity(new Mobile.MoveTo(unit.Location + new int2(0, 3)));
|
||||||
world.Add(unit);
|
}
|
||||||
|
|
||||||
if (producer.traits.Contains<RenderWarFactory>())
|
world.Add(unit);
|
||||||
producer.traits.Get<RenderWarFactory>().EjectUnit();
|
|
||||||
}
|
if (producer.traits.Contains<RenderWarFactory>())
|
||||||
}
|
producer.traits.Get<RenderWarFactory>().EjectUnit();
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -21,11 +21,11 @@ namespace OpenRa.Game.Graphics
|
|||||||
start = src.Start + int.Parse(e.GetAttribute("start"));
|
start = src.Start + int.Parse(e.GetAttribute("start"));
|
||||||
|
|
||||||
if (e.GetAttribute("length") == "*" || e.GetAttribute("end") == "*")
|
if (e.GetAttribute("length") == "*" || e.GetAttribute("end") == "*")
|
||||||
length = src.End - start;
|
length = src.End - start + 1;
|
||||||
else if (e.HasAttribute("length"))
|
else if (e.HasAttribute("length"))
|
||||||
length = int.Parse(e.GetAttribute("length"));
|
length = int.Parse(e.GetAttribute("length"));
|
||||||
else if (e.HasAttribute("end"))
|
else if (e.HasAttribute("end"))
|
||||||
length = int.Parse(e.GetAttribute("end")) - start;
|
length = int.Parse(e.GetAttribute("end")) - int.Parse(e.GetAttribute("start"));
|
||||||
else
|
else
|
||||||
length = 1;
|
length = 1;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Text;
|
using System.Text;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using OpenRa.Game.Traits;
|
using OpenRa.Game.Traits;
|
||||||
using System.IO;
|
using System.IO;
|
||||||
|
|
||||||
@@ -43,7 +43,7 @@ namespace OpenRa.Game
|
|||||||
var ret = new MemoryStream();
|
var ret = new MemoryStream();
|
||||||
var w = new BinaryWriter(ret);
|
var w = new BinaryWriter(ret);
|
||||||
w.Write((uint)Player.Palette | 0x80000000u);
|
w.Write((uint)Player.Palette | 0x80000000u);
|
||||||
w.Write((byte)0xFF); //
|
w.Write((byte)0xFF);
|
||||||
w.Write(OrderString);
|
w.Write(OrderString);
|
||||||
w.Write(Subject == null ? 0xFFFFFFFF : Subject.ActorID);
|
w.Write(Subject == null ? 0xFFFFFFFF : Subject.ActorID);
|
||||||
w.Write(TargetActor == null ? 0xFFFFFFFF : TargetActor.ActorID);
|
w.Write(TargetActor == null ? 0xFFFFFFFF : TargetActor.ActorID);
|
||||||
@@ -112,4 +112,4 @@ namespace OpenRa.Game
|
|||||||
return new Order(subject, "BuildUnit", null, null, int2.Zero, unitName, Cursor.Default);
|
return new Order(subject, "BuildUnit", null, null, int2.Zero, unitName, Cursor.Default);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,3 +1,5 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
namespace OpenRa.Game
|
namespace OpenRa.Game
|
||||||
{
|
{
|
||||||
@@ -19,5 +21,87 @@ namespace OpenRa.Game
|
|||||||
{
|
{
|
||||||
return 0.5f; /* todo: work this out the same way as RA */
|
return 0.5f; /* todo: work this out the same way as RA */
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void GiveCash( int num )
|
||||||
|
{
|
||||||
|
// TODO: increase cash
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool TakeCash( int num )
|
||||||
|
{
|
||||||
|
// TODO: decrease cash.
|
||||||
|
// returns: if enough cash was available, true
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Tick()
|
||||||
|
{
|
||||||
|
foreach( var p in production )
|
||||||
|
{
|
||||||
|
if( p.Value != null )
|
||||||
|
p.Value.Tick( this );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Key: Production category. Categories are: building, infantry, vehicle, boat, plane (and one per super, if they're done in here)
|
||||||
|
readonly Dictionary<string, ProductionItem> production = new Dictionary<string, ProductionItem>();
|
||||||
|
|
||||||
|
public void ProductionInit( string category )
|
||||||
|
{
|
||||||
|
production.Add( category, null );
|
||||||
|
}
|
||||||
|
|
||||||
|
public ProductionItem Producing( string category )
|
||||||
|
{
|
||||||
|
return production[ category ];
|
||||||
|
}
|
||||||
|
|
||||||
|
public void CancelProduction( string category )
|
||||||
|
{
|
||||||
|
var item = production[ category ];
|
||||||
|
if( item == null ) return;
|
||||||
|
GiveCash( item.TotalCost - item.RemainingCost ); // refund what's been paid so far.
|
||||||
|
production[ category ] = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void BeginProduction( string group, ProductionItem item )
|
||||||
|
{
|
||||||
|
if( production[ group ] != null ) return;
|
||||||
|
production[ group ] = item;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class ProductionItem
|
||||||
|
{
|
||||||
|
public readonly string Item;
|
||||||
|
|
||||||
|
public readonly int TotalTime;
|
||||||
|
public readonly int TotalCost;
|
||||||
|
public int RemainingTime { get; private set; }
|
||||||
|
public int RemainingCost { get; private set; }
|
||||||
|
|
||||||
|
public bool Paused = false, Done = false;
|
||||||
|
|
||||||
|
public ProductionItem( string item, int time, int cost )
|
||||||
|
{
|
||||||
|
Item = item;
|
||||||
|
RemainingTime = TotalTime = time;
|
||||||
|
RemainingCost = TotalCost = cost;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Tick( Player player )
|
||||||
|
{
|
||||||
|
if( Paused || Done ) return;
|
||||||
|
|
||||||
|
var costThisFrame = RemainingCost / RemainingTime;
|
||||||
|
if( costThisFrame == 0 && !player.TakeCash( costThisFrame ) ) return;
|
||||||
|
|
||||||
|
RemainingCost -= costThisFrame;
|
||||||
|
RemainingTime -= 1;
|
||||||
|
if( RemainingTime > 0 ) return;
|
||||||
|
|
||||||
|
// item finished; do whatever needs done.
|
||||||
|
Done = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,180 +1,189 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Drawing;
|
using System.Drawing;
|
||||||
using System.Windows.Forms;
|
using System.Windows.Forms;
|
||||||
using OpenRa.FileFormats;
|
using OpenRa.FileFormats;
|
||||||
using OpenRa.Game.Graphics;
|
using OpenRa.Game.Graphics;
|
||||||
using OpenRa.TechTree;
|
using OpenRa.TechTree;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
|
|
||||||
namespace OpenRa.Game
|
namespace OpenRa.Game
|
||||||
{
|
{
|
||||||
using GRegion = OpenRa.Game.Graphics.Region;
|
using GRegion = OpenRa.Game.Graphics.Region;
|
||||||
|
|
||||||
class Sidebar
|
class Sidebar
|
||||||
{
|
{
|
||||||
TechTree.TechTree techTree;
|
TechTree.TechTree techTree;
|
||||||
|
|
||||||
SpriteRenderer spriteRenderer, clockRenderer;
|
SpriteRenderer spriteRenderer, clockRenderer;
|
||||||
Sprite blank;
|
Sprite blank;
|
||||||
readonly GRegion region;
|
readonly GRegion region;
|
||||||
|
|
||||||
public GRegion Region { get { return region; } }
|
public GRegion Region { get { return region; } }
|
||||||
public float Width { get { return spriteWidth * 2; } }
|
public float Width { get { return spriteWidth * 2; } }
|
||||||
|
|
||||||
Dictionary<string, Sprite> sprites = new Dictionary<string,Sprite>();
|
Dictionary<string, Sprite> sprites = new Dictionary<string,Sprite>();
|
||||||
const int spriteWidth = 64, spriteHeight = 48;
|
const int spriteWidth = 64, spriteHeight = 48;
|
||||||
|
|
||||||
static string[] groups = new string[] { "building", "vehicle", "boat", "infantry", "plane" };
|
static string[] groups = new string[] { "building", "vehicle", "boat", "infantry", "plane" };
|
||||||
|
|
||||||
Dictionary<string, string> itemGroups = new Dictionary<string,string>(); //item->group
|
Dictionary<string, string> itemGroups = new Dictionary<string,string>(); //item->group
|
||||||
Dictionary<string, Animation> clockAnimations = new Dictionary<string,Animation>(); //group->clockAnimation
|
Dictionary<string, Animation> clockAnimations = new Dictionary<string,Animation>(); //group->clockAnimation
|
||||||
Dictionary<string, SidebarItem> selectedItems = new Dictionary<string,SidebarItem>(); //group->selectedItem
|
|
||||||
|
List<SidebarItem> items = new List<SidebarItem>();
|
||||||
List<SidebarItem> items = new List<SidebarItem>();
|
|
||||||
|
public Sidebar( Renderer renderer )
|
||||||
public Sidebar( Renderer renderer )
|
|
||||||
{
|
|
||||||
this.techTree = Game.LocalPlayer.TechTree;
|
|
||||||
this.techTree.BuildableItemsChanged += PopulateItemList;
|
|
||||||
region = GRegion.Create(Game.viewport, DockStyle.Right, 128, Paint, MouseHandler);
|
|
||||||
Game.viewport.AddRegion( region );
|
|
||||||
spriteRenderer = new SpriteRenderer(renderer, false);
|
|
||||||
clockRenderer = new SpriteRenderer(renderer, true);
|
|
||||||
|
|
||||||
LoadSprites( "BuildingTypes", "building" );
|
|
||||||
LoadSprites( "VehicleTypes", "vehicle" );
|
|
||||||
LoadSprites( "InfantryTypes", "infantry" );
|
|
||||||
LoadSprites( "ShipTypes", "boat" );
|
|
||||||
LoadSprites( "PlaneTypes", "plane" );
|
|
||||||
|
|
||||||
foreach (string s in groups)
|
|
||||||
{
|
|
||||||
clockAnimations.Add(s, new Animation("clock"));
|
|
||||||
clockAnimations[s].PlayRepeating("idle");
|
|
||||||
selectedItems.Add(s, null);
|
|
||||||
}
|
|
||||||
|
|
||||||
blank = SheetBuilder.Add(new Size((int)spriteWidth, (int)spriteHeight), 16);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Build(SidebarItem item)
|
|
||||||
{
|
{
|
||||||
if (item == null) return;
|
this.techTree = Game.LocalPlayer.TechTree;
|
||||||
|
this.techTree.BuildableItemsChanged += PopulateItemList;
|
||||||
|
region = GRegion.Create(Game.viewport, DockStyle.Right, 128, Paint, MouseHandler);
|
||||||
|
Game.viewport.AddRegion( region );
|
||||||
|
spriteRenderer = new SpriteRenderer(renderer, false);
|
||||||
|
clockRenderer = new SpriteRenderer(renderer, true);
|
||||||
|
|
||||||
|
LoadSprites( "BuildingTypes", "building" );
|
||||||
|
LoadSprites( "VehicleTypes", "vehicle" );
|
||||||
|
LoadSprites( "InfantryTypes", "infantry" );
|
||||||
|
LoadSprites( "ShipTypes", "boat" );
|
||||||
|
LoadSprites( "PlaneTypes", "plane" );
|
||||||
|
|
||||||
|
foreach (string group in groups)
|
||||||
|
{
|
||||||
|
Game.LocalPlayer.ProductionInit( group );
|
||||||
|
clockAnimations.Add( group, new Animation( "clock" ) );
|
||||||
|
clockAnimations[ group ].PlayFetchIndex( "idle", ClockAnimFrame( group ) );
|
||||||
|
}
|
||||||
|
|
||||||
|
blank = SheetBuilder.Add(new Size((int)spriteWidth, (int)spriteHeight), 16);
|
||||||
|
}
|
||||||
|
|
||||||
|
const int NumClockFrames = 54;
|
||||||
|
Func<int> ClockAnimFrame( string group )
|
||||||
|
{
|
||||||
|
return () =>
|
||||||
|
{
|
||||||
|
var producing = Game.LocalPlayer.Producing( group );
|
||||||
|
if( producing == null ) return 0;
|
||||||
|
return ( producing.TotalTime - producing.RemainingTime ) * NumClockFrames / producing.TotalTime;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Build(SidebarItem item)
|
||||||
|
{
|
||||||
|
if (item == null) return;
|
||||||
|
|
||||||
if (item.techTreeItem.IsStructure)
|
if (item.techTreeItem.IsStructure)
|
||||||
Game.controller.orderGenerator = new PlaceBuilding(Game.LocalPlayer,
|
Game.controller.orderGenerator = new PlaceBuilding(Game.LocalPlayer,
|
||||||
item.techTreeItem.tag.ToLowerInvariant());
|
item.techTreeItem.tag.ToLowerInvariant());
|
||||||
else
|
else
|
||||||
Game.controller.AddOrder(Order.BuildUnit(Game.LocalPlayer, item.techTreeItem.tag.ToLowerInvariant()));
|
Game.controller.AddOrder(Order.BuildUnit(Game.LocalPlayer, item.techTreeItem.tag.ToLowerInvariant()));
|
||||||
}
|
}
|
||||||
|
|
||||||
void LoadSprites( string category, string group )
|
void LoadSprites( string category, string group )
|
||||||
{
|
{
|
||||||
foreach( var u in Rules.AllRules.GetSection( category ) )
|
foreach( var u in Rules.AllRules.GetSection( category ) )
|
||||||
{
|
{
|
||||||
var unit = Rules.UnitInfo[ u.Key ];
|
var unit = Rules.UnitInfo[ u.Key ];
|
||||||
|
|
||||||
if( unit.TechLevel != -1 )
|
if( unit.TechLevel != -1 )
|
||||||
sprites.Add( unit.Name, SpriteSheetBuilder.LoadSprite( unit.Name + "icon", ".shp" ) );
|
sprites.Add( unit.Name, SpriteSheetBuilder.LoadSprite( unit.Name + "icon", ".shp" ) );
|
||||||
itemGroups.Add( unit.Name, group );
|
itemGroups.Add( unit.Name, group );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawSprite(Sprite s, ref float2 p)
|
void DrawSprite(Sprite s, ref float2 p)
|
||||||
{
|
{
|
||||||
spriteRenderer.DrawSprite(s, p, 0);
|
spriteRenderer.DrawSprite(s, p, 0);
|
||||||
p.Y += spriteHeight;
|
p.Y += spriteHeight;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Fill(float height, float2 p)
|
void Fill(float height, float2 p)
|
||||||
{
|
{
|
||||||
while (p.Y < height)
|
while (p.Y < height)
|
||||||
DrawSprite(blank, ref p);
|
DrawSprite(blank, ref p);
|
||||||
}
|
}
|
||||||
|
|
||||||
int buildPos = 0;
|
int buildPos = 0;
|
||||||
int unitPos = 0;
|
int unitPos = 0;
|
||||||
|
|
||||||
void PopulateItemList()
|
void PopulateItemList()
|
||||||
{
|
{
|
||||||
buildPos = 0; unitPos = 0;
|
buildPos = 0; unitPos = 0;
|
||||||
|
|
||||||
items.Clear();
|
items.Clear();
|
||||||
|
|
||||||
foreach (Item i in techTree.BuildableItems)
|
foreach (Item i in techTree.BuildableItems)
|
||||||
{
|
{
|
||||||
Sprite sprite;
|
Sprite sprite;
|
||||||
if (!sprites.TryGetValue(i.tag, out sprite)) continue;
|
if (!sprites.TryGetValue(i.tag, out sprite)) continue;
|
||||||
|
|
||||||
items.Add(new SidebarItem(sprite, i, i.IsStructure ? buildPos : unitPos));
|
items.Add(new SidebarItem(sprite, i, i.IsStructure ? buildPos : unitPos));
|
||||||
|
|
||||||
if (i.IsStructure)
|
if (i.IsStructure)
|
||||||
buildPos += spriteHeight;
|
buildPos += spriteHeight;
|
||||||
else
|
else
|
||||||
unitPos += spriteHeight;
|
unitPos += spriteHeight;
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach (string g in groups) selectedItems[g] = null;
|
foreach( string g in groups ) Game.LocalPlayer.CancelProduction( g );
|
||||||
}
|
}
|
||||||
|
|
||||||
void Paint()
|
void Paint()
|
||||||
{
|
{
|
||||||
foreach (SidebarItem i in items)
|
foreach( SidebarItem i in items )
|
||||||
i.Paint(spriteRenderer, region.Location);
|
{
|
||||||
|
var group = itemGroups[ i.techTreeItem.tag ];
|
||||||
Fill(region.Size.Y + region.Location.Y, new float2(region.Location.X, buildPos + region.Location.Y));
|
var producing = Game.LocalPlayer.Producing( group );
|
||||||
Fill(region.Size.Y + region.Location.Y, new float2(region.Location.X + spriteWidth, unitPos + region.Location.Y));
|
if( producing != null && producing.Item == i.techTreeItem.tag )
|
||||||
|
{
|
||||||
spriteRenderer.Flush();
|
clockAnimations[ group ].Tick();
|
||||||
|
clockRenderer.DrawSprite( clockAnimations[ group ].Image, region.Location.ToFloat2() + i.location, 0 );
|
||||||
foreach (var kvp in selectedItems)
|
}
|
||||||
{
|
i.Paint( spriteRenderer, region.Location );
|
||||||
if (kvp.Value != null)
|
}
|
||||||
{
|
|
||||||
clockRenderer.DrawSprite(clockAnimations[kvp.Key].Image, region.Location.ToFloat2() + kvp.Value.location, 0);
|
Fill(region.Size.Y + region.Location.Y, new float2(region.Location.X, buildPos + region.Location.Y));
|
||||||
clockAnimations[kvp.Key].Tick(1);
|
Fill(region.Size.Y + region.Location.Y, new float2(region.Location.X + spriteWidth, unitPos + region.Location.Y));
|
||||||
}
|
|
||||||
}
|
spriteRenderer.Flush();
|
||||||
|
clockRenderer.Flush();
|
||||||
clockRenderer.Flush();
|
}
|
||||||
}
|
|
||||||
|
public SidebarItem GetItem(float2 point)
|
||||||
public SidebarItem GetItem(float2 point)
|
{
|
||||||
{
|
foreach (SidebarItem i in items)
|
||||||
foreach (SidebarItem i in items)
|
if (i.Clicked(point))
|
||||||
if (i.Clicked(point))
|
return i;
|
||||||
return i;
|
|
||||||
|
return null;
|
||||||
return null;
|
}
|
||||||
}
|
|
||||||
|
void MouseHandler(MouseInput mi)
|
||||||
void MouseHandler(MouseInput mi)
|
{
|
||||||
{
|
if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Down)
|
||||||
if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Down)
|
{
|
||||||
{
|
var point = mi.Location.ToFloat2();
|
||||||
var point = mi.Location.ToFloat2();
|
var item = GetItem(point);
|
||||||
var item = GetItem(point);
|
if (item != null)
|
||||||
if (item != null)
|
{
|
||||||
{
|
string group = itemGroups[item.techTreeItem.tag];
|
||||||
string group = itemGroups[item.techTreeItem.tag];
|
if (Game.LocalPlayer.Producing(group) == null)
|
||||||
if (selectedItems[group] == null)
|
{
|
||||||
{
|
Game.LocalPlayer.BeginProduction( group, new ProductionItem( item.techTreeItem.tag, 25, 0 ) );
|
||||||
selectedItems[group] = item;
|
Build(item);
|
||||||
Build(item);
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
else if( mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down )
|
||||||
else if( mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down )
|
{
|
||||||
{
|
var point = mi.Location.ToFloat2();
|
||||||
var point = mi.Location.ToFloat2();
|
var item = GetItem(point);
|
||||||
var item = GetItem(point);
|
if( item != null )
|
||||||
if( item != null )
|
{
|
||||||
{
|
string group = itemGroups[ item.techTreeItem.tag ];
|
||||||
string group = itemGroups[ item.techTreeItem.tag ];
|
Game.LocalPlayer.CancelProduction( group );
|
||||||
selectedItems[ group ] = null;
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|||||||
Reference in New Issue
Block a user