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

This commit is contained in:
Chris Forbes
2010-01-05 12:50:12 +13:00
parent e74bcba694
commit 323d4bd671
6 changed files with 112 additions and 8 deletions

View File

@@ -55,13 +55,14 @@ namespace OpenRa.Game.GameRules
public readonly int OrePips = 0;
public readonly string Icon = null;
public readonly int[] SelectionSize = null;
public readonly int Passengers = 0;
public readonly int UnloadFacing = 0;
public UnitInfo(string name) { Name = name; }
}
public class MobileInfo : UnitInfo
{
public readonly int Passengers = 0;
public readonly int Speed = 0;
public readonly bool NoMovingFire = false;
public readonly string Voice = "GenericVoice";

View File

@@ -185,6 +185,7 @@
<Compile Include="Traits\Activities\Follow.cs" />
<Compile Include="Traits\Activities\Turn.cs" />
<Compile Include="Traits\Activities\UndeployMcv.cs" />
<Compile Include="Traits\Activities\UnloadCargo.cs" />
<Compile Include="Traits\APMine.cs" />
<Compile Include="Traits\ATMine.cs" />
<Compile Include="Traits\AttackBase.cs" />
@@ -198,6 +199,7 @@
<Compile Include="Traits\BelowUnits.cs" />
<Compile Include="Traits\Building.cs" />
<Compile Include="Traits\C4Demolition.cs" />
<Compile Include="Traits\Cargo.cs" />
<Compile Include="Traits\Chronoshiftable.cs" />
<Compile Include="Traits\ChronoshiftPaletteEffect.cs" />
<Compile Include="Traits\Chronosphere.cs" />

View File

@@ -0,0 +1,34 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRa.Game.Traits.Activities
{
class UnloadCargo : IActivity
{
public IActivity NextActivity { get; set; }
bool isCanceled;
public IActivity Tick(Actor self)
{
if (isCanceled) return NextActivity;
// if we're a thing that can turn, turn to the
// right facing for the unload animation
var unit = self.traits.GetOrDefault<Unit>();
if (unit != null && unit.Facing != self.Info.UnloadFacing)
return Util.SequenceActivities(new Turn(self.Info.UnloadFacing), this);
// todo: play the `open` anim (or the `close` anim backwards)
// todo: unload all the cargo
// todo: play the `close` anim (or the `open` anim backwards)
// as for open/close... the westwood guys suck at being consistent.
return this;
}
public void Cancel(Actor self) { NextActivity = null; isCanceled = true; }
}
}

View File

@@ -0,0 +1,61 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.GameRules;
namespace OpenRa.Game.Traits
{
class Cargo : IPips, IOrder
{
List<Actor> cargo = new List<Actor>();
public Cargo(Actor self) { }
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
// todo: check if there is an unoccupied `land` tile adjacent
if (mi.Button == MouseButton.Right && underCursor == self && cargo.Count > 0)
return new Order("Deploy", self, null, int2.Zero, null);
return null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Deploy")
{
// todo: eject the units
self.CancelActivity();
}
}
public bool IsFull(Actor self)
{
return cargo.Count == self.Info.Passengers;
}
public IEnumerable<PipType> GetPips( Actor self )
{
for (var i = 0; i < self.Info.Passengers; i++)
if (i >= cargo.Count)
yield return PipType.Transparent;
else
yield return GetPipForPassenger(cargo[i]);
}
static PipType GetPipForPassenger(Actor a)
{
// probably not actually right yet; fix to match real-ra
if (a.traits.Contains<AutoHeal>())
return PipType.Yellow;
if (!a.traits.WithInterface<AttackBase>().Any())
return PipType.Yellow; // noncombat [E6,SPY,THF]
if (a.traits.Contains<C4Demolition>())
return PipType.Red; // E7
return PipType.Green;
}
}
}