cargo: added cargo-related sequences for APC/LST/TRAN; moved Passengers onto UnitInfo for convenience (and to allow garrisoning without a big hack); added Cargo trait to all known transports
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@@ -55,13 +55,14 @@ namespace OpenRa.Game.GameRules
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public readonly int OrePips = 0;
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public readonly string Icon = null;
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public readonly int[] SelectionSize = null;
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public readonly int Passengers = 0;
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public readonly int UnloadFacing = 0;
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public UnitInfo(string name) { Name = name; }
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}
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public class MobileInfo : UnitInfo
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{
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public readonly int Passengers = 0;
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public readonly int Speed = 0;
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public readonly bool NoMovingFire = false;
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public readonly string Voice = "GenericVoice";
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@@ -185,6 +185,7 @@
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<Compile Include="Traits\Activities\Follow.cs" />
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<Compile Include="Traits\Activities\Turn.cs" />
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<Compile Include="Traits\Activities\UndeployMcv.cs" />
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<Compile Include="Traits\Activities\UnloadCargo.cs" />
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<Compile Include="Traits\APMine.cs" />
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<Compile Include="Traits\ATMine.cs" />
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<Compile Include="Traits\AttackBase.cs" />
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@@ -198,6 +199,7 @@
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<Compile Include="Traits\BelowUnits.cs" />
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<Compile Include="Traits\Building.cs" />
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<Compile Include="Traits\C4Demolition.cs" />
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<Compile Include="Traits\Cargo.cs" />
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<Compile Include="Traits\Chronoshiftable.cs" />
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<Compile Include="Traits\ChronoshiftPaletteEffect.cs" />
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<Compile Include="Traits\Chronosphere.cs" />
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34
OpenRa.Game/Traits/Activities/UnloadCargo.cs
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34
OpenRa.Game/Traits/Activities/UnloadCargo.cs
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@@ -0,0 +1,34 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Game.Traits.Activities
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{
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class UnloadCargo : IActivity
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{
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public IActivity NextActivity { get; set; }
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bool isCanceled;
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public IActivity Tick(Actor self)
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{
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if (isCanceled) return NextActivity;
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// if we're a thing that can turn, turn to the
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// right facing for the unload animation
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var unit = self.traits.GetOrDefault<Unit>();
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if (unit != null && unit.Facing != self.Info.UnloadFacing)
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return Util.SequenceActivities(new Turn(self.Info.UnloadFacing), this);
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// todo: play the `open` anim (or the `close` anim backwards)
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// todo: unload all the cargo
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// todo: play the `close` anim (or the `open` anim backwards)
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// as for open/close... the westwood guys suck at being consistent.
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return this;
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}
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public void Cancel(Actor self) { NextActivity = null; isCanceled = true; }
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}
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}
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61
OpenRa.Game/Traits/Cargo.cs
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61
OpenRa.Game/Traits/Cargo.cs
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@@ -0,0 +1,61 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.GameRules;
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namespace OpenRa.Game.Traits
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{
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class Cargo : IPips, IOrder
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{
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List<Actor> cargo = new List<Actor>();
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public Cargo(Actor self) { }
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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// todo: check if there is an unoccupied `land` tile adjacent
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if (mi.Button == MouseButton.Right && underCursor == self && cargo.Count > 0)
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return new Order("Deploy", self, null, int2.Zero, null);
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return null;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Deploy")
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{
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// todo: eject the units
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self.CancelActivity();
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}
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}
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public bool IsFull(Actor self)
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{
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return cargo.Count == self.Info.Passengers;
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}
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public IEnumerable<PipType> GetPips( Actor self )
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{
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for (var i = 0; i < self.Info.Passengers; i++)
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if (i >= cargo.Count)
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yield return PipType.Transparent;
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else
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yield return GetPipForPassenger(cargo[i]);
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}
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static PipType GetPipForPassenger(Actor a)
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{
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// probably not actually right yet; fix to match real-ra
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if (a.traits.Contains<AutoHeal>())
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return PipType.Yellow;
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if (!a.traits.WithInterface<AttackBase>().Any())
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return PipType.Yellow; // noncombat [E6,SPY,THF]
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if (a.traits.Contains<C4Demolition>())
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return PipType.Red; // E7
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return PipType.Green;
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}
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}
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}
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@@ -283,6 +283,8 @@
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<unit name="apc">
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<sequence name="idle" start="0" length="32" />
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<sequence name="muzzle" start="0" length="48" src="minigun" />
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<sequence name="close" start="32" length="3" />
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<sequence name="unload" start="32" length="1" />
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</unit>
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<!-- mine layer -->
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<unit name="mnly">
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@@ -376,7 +378,7 @@
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<sequence name="default-minimap" start="80" length="1" />
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<sequence name="ability" start="82" length="8" />
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<sequence name="nuke" start="90" length="7" x="12" y="12" />
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<sequence name="chrono-select" start="97" length="8" x="12" y="12" />
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<sequence name="chrono-select" start="97" length="8" x="12" y="12" />
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<sequence name="chrono-target" start="105" length="8" x="12" y="12" />
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<sequence name="enter" start="113" length="3" x="12" y="12" />
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<sequence name="c4" start="116" length="3" x="12" y="12" />
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@@ -536,6 +538,8 @@
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</unit>
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<unit name="lst">
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<sequence name="idle" start="0" length="1" />
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<sequence name="open" start="1" length="4" />
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<sequence name="unload" start="4" length="1" />
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</unit>
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<unit name="pips">
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<sequence name="groups" start="8" length="10" />
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@@ -572,6 +576,8 @@
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<sequence name="rotor2" start="0" length="4" src="rrotor" />
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<sequence name="slow-rotor" start="4" length="8" src="lrotor" />
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<sequence name="slow-rotor2" start="4" length="8" src="rrotor" />
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<sequence name="open" start="32" length="4" />
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<sequence name="unload" start="35" length="1" />
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</unit>
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<unit name="v2">
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<sequence name="idle" start="0" length="32" />
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@@ -1008,8 +1014,8 @@
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<sequence name="disabled" start="2" length="1" />
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</unit>
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<unit name="sell">
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<sequence name="normal" start="0" length="1" />
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<sequence name="pressed" start="1" length="1" />
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<sequence name="disabled" start="2" length="1" />
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<sequence name="normal" start="0" length="1" />
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<sequence name="pressed" start="1" length="1" />
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<sequence name="disabled" start="2" length="1" />
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</unit>
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</sequences>
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@@ -56,7 +56,7 @@ Voice=VehicleVoice
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LongDesc=Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks, Aircraft
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[APC]
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Description=Armored Personnel Carrier
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Traits=Unit, Mobile, AttackBase, RenderUnitMuzzleFlash, AutoTarget, Repairable, Chronoshiftable
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Traits=Unit, Mobile, AttackBase, RenderUnitMuzzleFlash, AutoTarget, Repairable, Chronoshiftable, Cargo
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PrimaryOffset=0,0,0,-4
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MuzzleFlash=yes
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Voice=VehicleVoice
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@@ -138,7 +138,7 @@ Recoil=3
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[LST]
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Description=Transport
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WaterBound=yes
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Traits=Unit, Mobile, RenderUnit
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Traits=Unit, Mobile, RenderUnit, Cargo
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LongDesc=General-purpose naval transport.\nCan carry infantry and tanks.\n Unarmed
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[PT]
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Description=Gunboat
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@@ -179,7 +179,7 @@ Description=Transport Helicopter
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RotorOffset=0,14,0,-4
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RotorOffset2=0,-14,0,-2
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BuiltAt=hpad
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Traits=Unit, Helicopter, RenderUnitRotor, WithShadow
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Traits=Unit, Helicopter, RenderUnitRotor, WithShadow, Cargo
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InitialFacing=20
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LongDesc=Fast Infantry Transport Helicopter.\n Unarmed
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[HELI]
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