Refactored ticks to delay per issue #9810
This commit is contained in:
committed by
colonelpopcorn
parent
689f05c3ca
commit
2d4c3f715f
@@ -17,7 +17,7 @@ namespace OpenRA.Traits
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{
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{
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public class DrawLineToTargetInfo : ITraitInfo
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public class DrawLineToTargetInfo : ITraitInfo
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{
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{
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public readonly int Ticks = 60;
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public readonly int Delay = 60;
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public virtual object Create(ActorInitializer init) { return new DrawLineToTarget(init.Self, this); }
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public virtual object Create(ActorInitializer init) { return new DrawLineToTarget(init.Self, this); }
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}
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}
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@@ -38,7 +38,7 @@ namespace OpenRA.Traits
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this.c = c;
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this.c = c;
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if (display)
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if (display)
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lifetime = info.Ticks;
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lifetime = info.Delay;
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}
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}
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public void SetTargets(Actor self, List<Target> targets, Color c, bool display)
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public void SetTargets(Actor self, List<Target> targets, Color c, bool display)
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@@ -47,7 +47,7 @@ namespace OpenRA.Traits
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this.c = c;
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this.c = c;
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if (display)
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if (display)
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lifetime = info.Ticks;
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lifetime = info.Delay;
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}
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}
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public void Selected(Actor a)
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public void Selected(Actor a)
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@@ -56,7 +56,7 @@ namespace OpenRA.Traits
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return;
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return;
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// Reset the order line timeout.
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// Reset the order line timeout.
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lifetime = info.Ticks;
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lifetime = info.Delay;
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}
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}
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public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr)
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public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr)
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@@ -74,7 +74,7 @@ namespace OpenRA.Mods.Common.Activities
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foreach (var t in self.TraitsImplementing<INotifyHarvesterAction>())
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foreach (var t in self.TraitsImplementing<INotifyHarvesterAction>())
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t.Harvested(self, resource);
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t.Harvested(self, resource);
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return ActivityUtils.SequenceActivities(new Wait(harvInfo.LoadTicksPerBale), this);
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return ActivityUtils.SequenceActivities(new Wait(harvInfo.BaleLoadDelay), this);
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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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@@ -28,7 +28,7 @@ namespace OpenRA.Mods.Common.Activities
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if (ammoPools == null)
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if (ammoPools == null)
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return;
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return;
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ammoPoolsReloadTimes = ammoPools.ToDictionary(x => x, y => y.Info.ReloadTicks);
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ammoPoolsReloadTimes = ammoPools.ToDictionary(x => x, y => y.Info.ReloadDelay);
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}
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}
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public override Activity Tick(Actor self)
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public override Activity Tick(Actor self)
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@@ -66,7 +66,7 @@ namespace OpenRA.Mods.Common.Activities
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if (sound != null)
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if (sound != null)
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Game.Sound.Play(sound, self.CenterPosition);
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Game.Sound.Play(sound, self.CenterPosition);
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ammoPoolsReloadTimes[pool] = pool.Info.ReloadTicks;
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ammoPoolsReloadTimes[pool] = pool.Info.ReloadDelay;
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}
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}
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return needsReloading ? this : NextActivity;
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return needsReloading ? this : NextActivity;
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@@ -43,13 +43,13 @@ namespace OpenRA.Mods.Common.Traits
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public readonly string RearmSound = null;
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public readonly string RearmSound = null;
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[Desc("Time to reload per ReloadCount on airfield etc.")]
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[Desc("Time to reload per ReloadCount on airfield etc.")]
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public readonly int ReloadTicks = 25 * 2;
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public readonly int ReloadDelay = 50;
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[Desc("Whether or not ammo is replenished on its own.")]
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[Desc("Whether or not ammo is replenished on its own.")]
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public readonly bool SelfReloads = false;
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public readonly bool SelfReloads = false;
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[Desc("Time to reload per ReloadCount when actor 'SelfReloads'.")]
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[Desc("Time to reload per ReloadCount when actor 'SelfReloads'.")]
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public readonly int SelfReloadTicks = 25 * 2;
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public readonly int SelfReloadDelay = 50;
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[Desc("Whether or not reload timer should be reset when ammo has been fired.")]
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[Desc("Whether or not reload timer should be reset when ammo has been fired.")]
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public readonly bool ResetOnFire = false;
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public readonly bool ResetOnFire = false;
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@@ -72,7 +72,7 @@ namespace OpenRA.Mods.Common.Traits
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else
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else
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CurrentAmmo = Info.Ammo;
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CurrentAmmo = Info.Ammo;
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RemainingTicks = Info.SelfReloadTicks;
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RemainingTicks = Info.SelfReloadDelay;
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PreviousAmmo = GetAmmoCount();
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PreviousAmmo = GetAmmoCount();
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}
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}
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@@ -112,13 +112,13 @@ namespace OpenRA.Mods.Common.Traits
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// Resets the tick counter if ammo was fired.
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// Resets the tick counter if ammo was fired.
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if (Info.ResetOnFire && GetAmmoCount() < PreviousAmmo)
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if (Info.ResetOnFire && GetAmmoCount() < PreviousAmmo)
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{
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{
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RemainingTicks = Info.SelfReloadTicks;
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RemainingTicks = Info.SelfReloadDelay;
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PreviousAmmo = GetAmmoCount();
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PreviousAmmo = GetAmmoCount();
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}
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}
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if (!FullAmmo() && --RemainingTicks == 0)
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if (!FullAmmo() && --RemainingTicks == 0)
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{
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{
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RemainingTicks = Info.SelfReloadTicks;
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RemainingTicks = Info.SelfReloadDelay;
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for (var i = 0; i < Info.ReloadCount; i++)
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for (var i = 0; i < Info.ReloadCount; i++)
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GiveAmmo();
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GiveAmmo();
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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly int MaxCharges = 1;
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public readonly int MaxCharges = 1;
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[Desc("Reload time for all charges (in ticks).")]
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[Desc("Reload time for all charges (in ticks).")]
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public readonly int ReloadTime = 120;
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public readonly int ReloadDelay = 120;
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[Desc("Delay for initial charge attack (in ticks).")]
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[Desc("Delay for initial charge attack (in ticks).")]
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public readonly int InitialChargeDelay = 22;
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public readonly int InitialChargeDelay = 22;
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@@ -67,7 +67,7 @@ namespace OpenRA.Mods.Common.Traits
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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{
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--charges;
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--charges;
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timeToRecharge = info.ReloadTime;
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timeToRecharge = info.ReloadDelay;
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}
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}
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public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
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public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
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@@ -33,10 +33,10 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("How much resources it can carry.")]
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[Desc("How much resources it can carry.")]
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public readonly int Capacity = 28;
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public readonly int Capacity = 28;
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public readonly int LoadTicksPerBale = 4;
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public readonly int BaleLoadDelay = 4;
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[Desc("How fast it can dump it's carryage.")]
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[Desc("How fast it can dump it's carryage.")]
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public readonly int UnloadTicksPerBale = 4;
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public readonly int BaleUnloadDelay = 4;
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[Desc("How many squares to show the fill level.")]
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[Desc("How many squares to show the fill level.")]
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public readonly int PipCount = 7;
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public readonly int PipCount = 7;
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@@ -290,7 +290,7 @@ namespace OpenRA.Mods.Common.Traits
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if (--contents[type] == 0)
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if (--contents[type] == 0)
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contents.Remove(type);
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contents.Remove(type);
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currentUnloadTicks = Info.UnloadTicksPerBale;
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currentUnloadTicks = Info.BaleUnloadDelay;
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}
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}
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return contents.Count == 0;
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return contents.Count == 0;
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@@ -22,8 +22,8 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Allows King of the Hill (KotH) style gameplay.")]
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[Desc("Allows King of the Hill (KotH) style gameplay.")]
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public class StrategicVictoryConditionsInfo : ITraitInfo, Requires<MissionObjectivesInfo>
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public class StrategicVictoryConditionsInfo : ITraitInfo, Requires<MissionObjectivesInfo>
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{
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{
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[Desc("Amount of time (in game ticks) that the player has to hold all the strategic points.", "Defaults to 5 minutes.")]
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[Desc("Amount of time (in game ticks) that the player has to hold all the strategic points.", "Defaults to 7500 ticks (5 minutes at default speed).")]
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public readonly int TicksToHold = 25 * 60 * 5;
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public readonly int HoldDuration = 7500;
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[Desc("Should the timer reset when the player loses hold of a strategic point.")]
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[Desc("Should the timer reset when the player loses hold of a strategic point.")]
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public readonly bool ResetOnHoldLost = true;
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public readonly bool ResetOnHoldLost = true;
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@@ -52,7 +52,7 @@ namespace OpenRA.Mods.Common.Traits
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public StrategicVictoryConditions(Actor self, StrategicVictoryConditionsInfo svcInfo)
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public StrategicVictoryConditions(Actor self, StrategicVictoryConditionsInfo svcInfo)
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{
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{
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info = svcInfo;
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info = svcInfo;
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TicksLeft = info.TicksToHold;
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TicksLeft = info.HoldDuration;
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player = self.Owner;
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player = self.Owner;
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mo = self.Trait<MissionObjectives>();
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mo = self.Trait<MissionObjectives>();
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}
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}
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@@ -97,7 +97,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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else if (TicksLeft != 0)
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else if (TicksLeft != 0)
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if (info.ResetOnHoldLost)
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if (info.ResetOnHoldLost)
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TicksLeft = info.TicksToHold; // Reset the time hold
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TicksLeft = info.HoldDuration; // Reset the time hold
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}
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}
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}
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}
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@@ -19,8 +19,8 @@ namespace OpenRA.Mods.Common.Traits
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{
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{
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public class WithInfantryBodyInfo : UpgradableTraitInfo, IRenderActorPreviewSpritesInfo, Requires<IMoveInfo>, Requires<RenderSpritesInfo>
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public class WithInfantryBodyInfo : UpgradableTraitInfo, IRenderActorPreviewSpritesInfo, Requires<IMoveInfo>, Requires<RenderSpritesInfo>
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{
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{
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public readonly int MinIdleWaitTicks = 30;
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public readonly int MinIdleDelay = 30;
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public readonly int MaxIdleWaitTicks = 110;
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public readonly int MaxIdleDelay = 110;
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[SequenceReference] public readonly string MoveSequence = "run";
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[SequenceReference] public readonly string MoveSequence = "run";
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[SequenceReference] public readonly string AttackSequence = null;
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[SequenceReference] public readonly string AttackSequence = null;
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@@ -146,7 +146,7 @@ namespace OpenRA.Mods.Common.Traits
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if (Info.IdleSequences.Length > 0)
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if (Info.IdleSequences.Length > 0)
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{
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{
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idleSequence = Info.IdleSequences.Random(self.World.SharedRandom);
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idleSequence = Info.IdleSequences.Random(self.World.SharedRandom);
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idleDelay = self.World.SharedRandom.Next(Info.MinIdleWaitTicks, Info.MaxIdleWaitTicks);
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idleDelay = self.World.SharedRandom.Next(Info.MinIdleDelay, Info.MaxIdleDelay);
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}
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}
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}
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}
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else if (AllowIdleAnimation(self))
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else if (AllowIdleAnimation(self))
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@@ -17,7 +17,7 @@ namespace OpenRA.Mods.Common.Traits
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class SelfHealingInfo : UpgradableTraitInfo, Requires<HealthInfo>
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class SelfHealingInfo : UpgradableTraitInfo, Requires<HealthInfo>
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{
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{
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public readonly int Step = 5;
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public readonly int Step = 5;
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public readonly int Ticks = 5;
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public readonly int Delay = 5;
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public readonly float HealIfBelow = .5f;
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public readonly float HealIfBelow = .5f;
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public readonly int DamageCooldown = 0;
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public readonly int DamageCooldown = 0;
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@@ -53,7 +53,7 @@ namespace OpenRA.Mods.Common.Traits
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if (--ticks <= 0)
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if (--ticks <= 0)
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{
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{
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ticks = Info.Ticks;
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ticks = Info.Delay;
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self.InflictDamage(self, -Info.Step, null);
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self.InflictDamage(self, -Info.Step, null);
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}
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}
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}
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}
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@@ -20,13 +20,13 @@ namespace OpenRA.Mods.Common.Traits
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public readonly int WanderMoveRadius = 1;
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public readonly int WanderMoveRadius = 1;
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[Desc("Number of ticks to wait before decreasing the effective move radius.")]
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[Desc("Number of ticks to wait before decreasing the effective move radius.")]
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public readonly int TicksToWaitBeforeReducingMoveRadius = 5;
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public readonly int ReduceMoveRadiusDelay = 5;
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[Desc("Minimum amount of ticks the actor will sit idly before starting to wander.")]
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[Desc("Minimum amount of ticks the actor will sit idly before starting to wander.")]
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public readonly int MinMoveDelayInTicks = 0;
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public readonly int MinMoveDelay = 0;
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[Desc("Maximum amount of ticks the actor will sit idly before starting to wander.")]
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[Desc("Maximum amount of ticks the actor will sit idly before starting to wander.")]
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public readonly int MaxMoveDelayInTicks = 0;
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public readonly int MaxMoveDelay = 0;
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public abstract object Create(ActorInitializer init);
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public abstract object Create(ActorInitializer init);
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}
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}
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@@ -49,7 +49,7 @@ namespace OpenRA.Mods.Common.Traits
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public virtual void OnBecomingIdle(Actor self)
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public virtual void OnBecomingIdle(Actor self)
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{
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{
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countdown = self.World.SharedRandom.Next(info.MinMoveDelayInTicks, info.MaxMoveDelayInTicks);
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countdown = self.World.SharedRandom.Next(info.MinMoveDelay, info.MaxMoveDelay);
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}
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}
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public void TickIdle(Actor self)
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public void TickIdle(Actor self)
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@@ -70,7 +70,7 @@ namespace OpenRA.Mods.Common.Traits
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if (!self.World.Map.Contains(targetCell))
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if (!self.World.Map.Contains(targetCell))
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{
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{
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// If MoveRadius is too big there might not be a valid cell to order the attack to (if actor is on a small island and can't leave)
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// If MoveRadius is too big there might not be a valid cell to order the attack to (if actor is on a small island and can't leave)
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if (++ticksIdle % info.TicksToWaitBeforeReducingMoveRadius == 0)
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if (++ticksIdle % info.ReduceMoveRadiusDelay == 0)
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effectiveMoveRadius--;
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effectiveMoveRadius--;
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return CPos.Zero; // We'll be back the next tick; better to sit idle for a few seconds than prolong this tick indefinitely with a loop
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return CPos.Zero; // We'll be back the next tick; better to sit idle for a few seconds than prolong this tick indefinitely with a loop
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@@ -617,6 +617,33 @@ namespace OpenRA.Mods.Common.UtilityCommands
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node.Key = "Image";
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node.Key = "Image";
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}
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}
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if (engineVersion < 20160321)
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{
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var parentKey = parent != null ? parent.Key.Split('@').First() : null;
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if (node.Key == "Ticks" && parentKey == "DrawLineToTarget")
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node.Key = "Duration";
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if (node.Key == "ReloadTicks")
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node.Key = "ReloadDelay";
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if (node.Key == "SelfReloadTicks")
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node.Key = "SelfReloadDelay";
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if (node.Key == "LoadTicksPerBale")
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node.Key = "BaleLoadDelay";
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if (node.Key == "UnloadTicksPerBale")
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node.Key = "BaleUnloadDelay";
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if (node.Key == "TicksToHold")
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node.Key = "HoldDuration";
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if (node.Key == "Ticks" && parentKey == "SelfHealing")
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node.Key = "Delay";
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if (node.Key == "TicksToWaitBeforeReducingMoveRadius")
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node.Key = "ReduceMoveRadiusDelay";
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if (node.Key == "MinIdleWaitTicks")
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node.Key = "MinIdleDelay";
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if (node.Key == "MaxIdleWaitTicks")
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node.Key = "MaxIdleWaitDelay";
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if (node.Key == "ReloadTime")
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node.Key = "ReloadDelay";
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}
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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}
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}
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}
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