Add DeployStateInit for pre-deployment
This commit is contained in:
@@ -52,13 +52,13 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Sound to play when undeploying.")]
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[Desc("Sound to play when undeploying.")]
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public readonly string UndeploySound = null;
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public readonly string UndeploySound = null;
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public object Create(ActorInitializer init) { return new DeployToUpgrade(init.Self, this); }
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public object Create(ActorInitializer init) { return new DeployToUpgrade(init, this); }
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}
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}
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public enum DeployState { Undeployed, Deploying, Deployed, Undeploying }
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public class DeployToUpgrade : IResolveOrder, IIssueOrder, INotifyCreated
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public class DeployToUpgrade : IResolveOrder, IIssueOrder, INotifyCreated
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{
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{
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enum DeployState { Undeployed, Deploying, Deployed }
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readonly Actor self;
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readonly Actor self;
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readonly DeployToUpgradeInfo info;
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readonly DeployToUpgradeInfo info;
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readonly UpgradeManager manager;
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readonly UpgradeManager manager;
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@@ -68,19 +68,44 @@ namespace OpenRA.Mods.Common.Traits
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DeployState deployState;
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DeployState deployState;
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public DeployToUpgrade(Actor self, DeployToUpgradeInfo info)
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public DeployToUpgrade(ActorInitializer init, DeployToUpgradeInfo info)
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{
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{
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this.self = self;
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this.self = init.Self;
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this.info = info;
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this.info = info;
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manager = self.Trait<UpgradeManager>();
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manager = self.Trait<UpgradeManager>();
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checkTerrainType = info.AllowedTerrainTypes.Count > 0;
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checkTerrainType = info.AllowedTerrainTypes.Count > 0;
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canTurn = self.Info.HasTraitInfo<IFacingInfo>();
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canTurn = self.Info.HasTraitInfo<IFacingInfo>();
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body = Exts.Lazy(self.TraitOrDefault<ISpriteBody>);
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body = Exts.Lazy(self.TraitOrDefault<ISpriteBody>);
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if (init.Contains<DeployStateInit>())
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deployState = init.Get<DeployStateInit, DeployState>();
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}
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}
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public void Created(Actor self)
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public void Created(Actor self)
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{
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{
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OnUndeployCompleted();
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switch (deployState)
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{
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case DeployState.Undeployed:
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OnUndeployCompleted();
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break;
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case DeployState.Deploying:
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if (canTurn)
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self.Trait<IFacing>().Facing = info.Facing;
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Deploy(true);
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break;
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case DeployState.Deployed:
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if (canTurn)
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self.Trait<IFacing>().Facing = info.Facing;
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OnDeployCompleted();
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break;
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case DeployState.Undeploying:
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if (canTurn)
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self.Trait<IFacing>().Facing = info.Facing;
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Undeploy(true);
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break;
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}
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}
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}
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public IEnumerable<IOrderTargeter> Orders
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public IEnumerable<IOrderTargeter> Orders
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@@ -99,7 +124,7 @@ namespace OpenRA.Mods.Common.Traits
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public void ResolveOrder(Actor self, Order order)
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public void ResolveOrder(Actor self, Order order)
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{
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{
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if (order.OrderString != "DeployToUpgrade" || deployState == DeployState.Deploying)
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if (order.OrderString != "DeployToUpgrade" || deployState == DeployState.Deploying || deployState == DeployState.Undeploying)
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return;
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return;
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if (!order.Queued)
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if (!order.Queued)
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@@ -157,10 +182,11 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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/// <summary>Play deploy sound and animation.</summary>
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/// <summary>Play deploy sound and animation.</summary>
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void Deploy()
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void Deploy() { Deploy(false); }
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void Deploy(bool init)
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{
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{
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// Something went wrong, most likely due to deploy order spam and the fact that this is a delayed action.
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// Something went wrong, most likely due to deploy order spam and the fact that this is a delayed action.
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if (deployState != DeployState.Undeployed)
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if (!init && deployState != DeployState.Undeployed)
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return;
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return;
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if (!IsOnValidTerrain())
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if (!IsOnValidTerrain())
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@@ -170,7 +196,8 @@ namespace OpenRA.Mods.Common.Traits
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Game.Sound.Play(info.DeploySound, self.CenterPosition);
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Game.Sound.Play(info.DeploySound, self.CenterPosition);
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// Revoke upgrades that are used while undeployed.
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// Revoke upgrades that are used while undeployed.
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OnDeployStarted();
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if (!init)
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OnDeployStarted();
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// If there is no animation to play just grant the upgrades that are used while deployed.
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// If there is no animation to play just grant the upgrades that are used while deployed.
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// Alternatively, play the deploy animation and then grant the upgrades.
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// Alternatively, play the deploy animation and then grant the upgrades.
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@@ -181,16 +208,18 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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/// <summary>Play undeploy sound and animation and after that revoke the upgrades.</summary>
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/// <summary>Play undeploy sound and animation and after that revoke the upgrades.</summary>
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void Undeploy()
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void Undeploy() { Undeploy(false); }
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void Undeploy(bool init)
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{
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{
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// Something went wrong, most likely due to deploy order spam and the fact that this is a delayed action.
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// Something went wrong, most likely due to deploy order spam and the fact that this is a delayed action.
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if (deployState != DeployState.Deployed)
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if (!init && deployState != DeployState.Deployed)
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return;
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return;
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if (!string.IsNullOrEmpty(info.UndeploySound))
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if (!string.IsNullOrEmpty(info.UndeploySound))
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Game.Sound.Play(info.UndeploySound, self.CenterPosition);
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Game.Sound.Play(info.UndeploySound, self.CenterPosition);
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OnUndeployStarted();
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if (!init)
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OnUndeployStarted();
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// If there is no animation to play just grant the upgrades that are used while undeployed.
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// If there is no animation to play just grant the upgrades that are used while undeployed.
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// Alternatively, play the undeploy animation and then grant the upgrades.
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// Alternatively, play the undeploy animation and then grant the upgrades.
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@@ -232,4 +261,13 @@ namespace OpenRA.Mods.Common.Traits
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deployState = DeployState.Undeployed;
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deployState = DeployState.Undeployed;
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}
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}
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}
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}
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public class DeployStateInit : IActorInit<DeployState>
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{
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[FieldFromYamlKey]
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readonly DeployState value = DeployState.Deployed;
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public DeployStateInit() { }
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public DeployStateInit(DeployState init) { value = init; }
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public DeployState Value(World world) { return value; }
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}
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}
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}
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