Merge pull request #8728 from reaperrr/wgb

Replaced RenderGunboat with WithGunboatBody
This commit is contained in:
Paul Chote
2015-07-24 20:54:55 +01:00
5 changed files with 124 additions and 73 deletions

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@@ -81,7 +81,7 @@
<Compile Include="Traits\AttackPopupTurreted.cs" />
<Compile Include="Traits\Buildings\ProductionAirdrop.cs" />
<Compile Include="Traits\PoisonedByTiberium.cs" />
<Compile Include="Traits\Render\RenderGunboat.cs" />
<Compile Include="Traits\Render\WithGunboatBody.cs" />
<Compile Include="Traits\Render\WithCargo.cs" />
<Compile Include="Traits\Render\WithDeliveryAnimation.cs" />
<Compile Include="Traits\Render\WithRoof.cs" />

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@@ -1,71 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
class RenderGunboatInfo : RenderSpritesInfo, IQuantizeBodyOrientationInfo, Requires<IBodyOrientationInfo>
{
[Desc("Turreted 'Turret' key to display")]
public readonly string Turret = "primary";
public readonly string LeftSequence = "left";
public readonly string RightSequence = "right";
public readonly string WakeLeftSequence = "wake-left";
public readonly string WakeRightSequence = "wake-right";
public override object Create(ActorInitializer init) { return new RenderGunboat(init, this); }
public int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race)
{
return 2;
}
}
class RenderGunboat : RenderSprites, INotifyDamageStateChanged
{
Animation left, right;
public RenderGunboat(ActorInitializer init, RenderGunboatInfo info)
: base(init, info)
{
var name = GetImage(init.Self);
var facing = init.Self.Trait<IFacing>();
var turret = init.Self.TraitsImplementing<Turreted>()
.First(t => t.Name == info.Turret);
left = new Animation(init.World, name, () => turret.TurretFacing);
left.Play(info.LeftSequence);
Add(new AnimationWithOffset(left, null, () => facing.Facing > 128, 0));
right = new Animation(init.World, name, () => turret.TurretFacing);
right.Play(info.RightSequence);
Add(new AnimationWithOffset(right, null, () => facing.Facing <= 128, 0));
var leftWake = new Animation(init.World, name);
leftWake.PlayRepeating(info.WakeLeftSequence);
Add(new AnimationWithOffset(leftWake, null, () => facing.Facing > 128, -87));
var rightWake = new Animation(init.World, name);
rightWake.PlayRepeating(info.WakeRightSequence);
Add(new AnimationWithOffset(rightWake, null, () => facing.Facing <= 128, -87));
}
public void DamageStateChanged(Actor self, AttackInfo e)
{
left.ReplaceAnim(NormalizeSequence(left, e.DamageState, left.CurrentSequence.Name));
right.ReplaceAnim(NormalizeSequence(right, e.DamageState, right.CurrentSequence.Name));
}
}
}

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@@ -0,0 +1,90 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
class WithGunboatBodyInfo : WithSpriteBodyInfo, Requires<IBodyOrientationInfo>, Requires<IFacingInfo>, Requires<TurretedInfo>
{
[Desc("Turreted 'Turret' key to display")]
public readonly string Turret = "primary";
[SequenceReference] public readonly string LeftSequence = "left";
[SequenceReference] public readonly string RightSequence = "right";
[SequenceReference] public readonly string WakeLeftSequence = "wake-left";
[SequenceReference] public readonly string WakeRightSequence = "wake-right";
public override object Create(ActorInitializer init) { return new WithGunboatBody(init, this); }
public override int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race)
{
return 2;
}
}
class WithGunboatBody : WithSpriteBody, ITick
{
readonly WithGunboatBodyInfo info;
readonly Animation wake;
readonly RenderSprites rs;
readonly IFacing facing;
readonly Turreted turret;
static Func<int> MakeTurretFacingFunc(Actor self)
{
// Turret artwork is baked into the sprite, so only the first turret makes sense.
var turreted = self.TraitsImplementing<Turreted>().FirstOrDefault();
return () => turreted.TurretFacing;
}
public WithGunboatBody(ActorInitializer init, WithGunboatBodyInfo info)
: base(init, info, MakeTurretFacingFunc(init.Self))
{
this.info = info;
rs = init.Self.Trait<RenderSprites>();
facing = init.Self.Trait<IFacing>();
var name = rs.GetImage(init.Self);
turret = init.Self.TraitsImplementing<Turreted>()
.First(t => t.Name == info.Turret);
turret.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;
wake = new Animation(init.World, name);
wake.PlayRepeating(info.WakeLeftSequence);
rs.Add(new AnimationWithOffset(wake, null, null, -87));
}
public void Tick(Actor self)
{
if (facing.Facing <= 128)
{
var left = NormalizeSequence(self, info.LeftSequence);
if (DefaultAnimation.CurrentSequence.Name != left)
DefaultAnimation.ReplaceAnim(left);
if (wake.CurrentSequence.Name != info.WakeLeftSequence)
wake.ReplaceAnim(info.WakeLeftSequence);
}
else
{
var right = NormalizeSequence(self, info.RightSequence);
if (DefaultAnimation.CurrentSequence.Name != right)
DefaultAnimation.ReplaceAnim(right);
if (wake.CurrentSequence.Name != info.WakeRightSequence)
wake.ReplaceAnim(info.WakeRightSequence);
}
}
}
}

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@@ -1607,6 +1607,36 @@ namespace OpenRA.Mods.Common.UtilityCommands
}
}
if (engineVersion < 20150715)
{
// Replaced RenderGunboat with RenderSprites + WithGunboatBody.
if (depth == 0)
{
var childKeysGunboat = new[] { "Turret", "LeftSequence", "RightSequence", "WakeLeftSequence", "WakeRightSequence" };
var rgb = node.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("RenderGunboat"));
if (rgb != null)
{
rgb.Key = "WithGunboatBody";
var rsNodes = rgb.Value.Nodes.Where(n => !childKeysGunboat.Contains(n.Key)).ToList();
if (rsNodes.Any())
node.Value.Nodes.Add(new MiniYamlNode("RenderSprites", new MiniYaml("", rsNodes)));
else
node.Value.Nodes.Add(new MiniYamlNode("RenderSprites", ""));
node.Value.Nodes.Add(new MiniYamlNode("AutoSelectionSize", ""));
rgb.Value.Nodes.RemoveAll(n => rsNodes.Contains(n));
rgb.Value.Nodes.Add(new MiniYamlNode("Sequence", "left"));
}
var rrgb = node.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("-RenderGunboat"));
if (rrgb != null)
rrgb.Key = "-WithGunboatBody";
}
}
UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
}
}

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@@ -22,7 +22,9 @@ BOAT:
Weapon: BoatMissile
LocalOffset: 85,-85,0, 85,85,0
AttackTurreted:
RenderGunboat:
RenderSprites:
WithGunboatBody:
Sequence: left # Just a work-around to avoid crash
Selectable:
Bounds: 42,24
AutoTarget: