FIX works
This commit is contained in:
@@ -162,6 +162,7 @@ namespace OpenRa.Game
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else
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else
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return Cursor.MoveBlocked;
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return Cursor.MoveBlocked;
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case "Enter": return Cursor.Enter;
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case "Enter": return Cursor.Enter;
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case "Infiltrate": return Cursor.Enter;
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case "Capture": return Cursor.Capture;
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case "Capture": return Cursor.Capture;
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case "Harvest": return Cursor.Attack; // TODO: special harvest cursor?
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case "Harvest": return Cursor.Attack; // TODO: special harvest cursor?
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default:
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default:
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@@ -198,6 +198,7 @@
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<Compile Include="Traits\MineImmune.cs" />
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<Compile Include="Traits\MineImmune.cs" />
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<Compile Include="Traits\Minelayer.cs" />
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<Compile Include="Traits\Minelayer.cs" />
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<Compile Include="Traits\LimitedAmmo.cs" />
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<Compile Include="Traits\LimitedAmmo.cs" />
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<Compile Include="Traits\Repairable.cs" />
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<Compile Include="Traits\Reservable.cs" />
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<Compile Include="Traits\Reservable.cs" />
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<Compile Include="Traits\SquishByTank.cs" />
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<Compile Include="Traits\SquishByTank.cs" />
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<Compile Include="Traits\Plane.cs" />
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<Compile Include="Traits\Plane.cs" />
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@@ -49,7 +49,7 @@ namespace OpenRa.Game
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}
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}
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}
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}
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Func<int2, bool> AvoidUnitsNear(int2 p, int dist)
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public Func<int2, bool> AvoidUnitsNear(int2 p, int dist)
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{
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{
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return q =>
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return q =>
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p != q &&
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p != q &&
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@@ -15,6 +15,7 @@ namespace OpenRa.Game
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Func<int2, bool> customBlock;
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Func<int2, bool> customBlock;
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public bool checkForBlocked;
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public bool checkForBlocked;
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public bool ignoreTerrain;
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public bool ignoreTerrain;
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public Actor ignoreBuilding;
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public PathSearch()
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public PathSearch()
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{
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{
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@@ -28,6 +29,12 @@ namespace OpenRa.Game
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return this;
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return this;
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}
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}
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public PathSearch WithIgnoredBuilding(Actor b)
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{
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ignoreBuilding = b;
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return this;
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}
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public int2 Expand( float[][ , ] passableCost )
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public int2 Expand( float[][ , ] passableCost )
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{
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{
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var p = queue.Pop();
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var p = queue.Pop();
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@@ -49,7 +56,8 @@ namespace OpenRa.Game
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{
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{
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if (passableCost[(int)umt][newHere.X, newHere.Y] == float.PositiveInfinity)
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if (passableCost[(int)umt][newHere.X, newHere.Y] == float.PositiveInfinity)
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continue;
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continue;
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if (!Game.BuildingInfluence.CanMoveHere(newHere))
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if (!Game.BuildingInfluence.CanMoveHere(newHere) &&
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Game.BuildingInfluence.GetBuildingAt(newHere) != ignoreBuilding)
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continue;
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continue;
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if (Rules.Map.IsOverlaySolid(newHere))
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if (Rules.Map.IsOverlaySolid(newHere))
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continue;
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continue;
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@@ -14,6 +14,7 @@ namespace OpenRa.Game.Traits.Activities
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int nearEnough;
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int nearEnough;
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public List<int2> path;
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public List<int2> path;
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Func<Actor, Mobile, List<int2>> getPath;
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Func<Actor, Mobile, List<int2>> getPath;
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public Actor ignoreBuilding;
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MovePart move;
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MovePart move;
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@@ -26,6 +27,18 @@ namespace OpenRa.Game.Traits.Activities
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this.nearEnough = nearEnough;
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this.nearEnough = nearEnough;
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}
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}
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public Move(int2 destination, Actor ignoreBuilding)
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{
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this.getPath = (self, mobile) =>
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Game.PathFinder.FindPath(
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PathSearch.FromPoint( self.Location, destination, mobile.GetMovementType(), false )
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.WithCustomBlocker( Game.PathFinder.AvoidUnitsNear( self.Location, 4 )).WithIgnoredBuilding( ignoreBuilding ));
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this.destination = destination;
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this.nearEnough = 0;
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this.ignoreBuilding = ignoreBuilding;
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}
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public Move( Actor target, int range )
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public Move( Actor target, int range )
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{
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{
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this.getPath = ( self, mobile ) => Game.PathFinder.FindUnitPathToRange(
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this.getPath = ( self, mobile ) => Game.PathFinder.FindUnitPathToRange(
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@@ -42,9 +55,11 @@ namespace OpenRa.Game.Traits.Activities
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this.nearEnough = 0;
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this.nearEnough = 0;
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}
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}
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static bool CanEnterCell( int2 c, Actor self )
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bool CanEnterCell( int2 c, Actor self )
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{
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{
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if (!Game.BuildingInfluence.CanMoveHere(c)) return false;
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if (!Game.BuildingInfluence.CanMoveHere(c)
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&& Game.BuildingInfluence.GetBuildingAt(c) != ignoreBuilding)
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return false;
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// Cannot enter a cell if any unit inside is uncrushable
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// Cannot enter a cell if any unit inside is uncrushable
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// This will need to be updated for multiple-infantry-in-a-cell
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// This will need to be updated for multiple-infantry-in-a-cell
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@@ -16,13 +16,13 @@ namespace OpenRa.Game.Traits
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// todo: other bits
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// todo: other bits
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return new Order(underCursor.Health <= EngineerDamage ? "Capture" : "Enter",
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return new Order(underCursor.Health <= EngineerDamage ? "Capture" : "Infiltrate",
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self, underCursor, int2.Zero, null);
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self, underCursor, int2.Zero, null);
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}
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}
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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 == "Enter" || order.OrderString == "Capture")
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if (order.OrderString == "Infiltrate" || order.OrderString == "Capture")
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{
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{
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self.CancelActivity();
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self.CancelActivity();
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self.QueueActivity(new Move(order.TargetActor, 1));
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self.QueueActivity(new Move(order.TargetActor, 1));
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50
OpenRa.Game/Traits/Repairable.cs
Normal file
50
OpenRa.Game/Traits/Repairable.cs
Normal file
@@ -0,0 +1,50 @@
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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.Traits.Activities;
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namespace OpenRa.Game.Traits
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{
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class Repairable : IOrder
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{
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IDisposable reservation;
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public Repairable(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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if (mi.Button != MouseButton.Right) return null;
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if (underCursor == null) return null;
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if (underCursor.Info == Rules.UnitInfo["FIX"]
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&& underCursor.Owner == self.Owner
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&& !Reservable.IsReserved(underCursor))
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return new Order("Enter", self, underCursor, 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 (reservation != null)
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{
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reservation.Dispose();
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reservation = null;
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}
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if (order.OrderString == "Enter")
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{
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if (Reservable.IsReserved(order.TargetActor))
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return;
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var res = order.TargetActor.traits.GetOrDefault<Reservable>();
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if (res != null) reservation = res.Reserve(self);
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self.CancelActivity();
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self.QueueActivity(new Move(((1 / 24f) * order.TargetActor.CenterLocation).ToInt2(), order.TargetActor));
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self.QueueActivity(new Rearm());
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self.QueueActivity(new Repair());
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}
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}
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}
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}
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@@ -22,7 +22,7 @@ All tracked vehicles
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Light vehicles
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Light vehicles
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V2RL Works
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V2RL Works
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APC Cargo doesn't work
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APC Cargo doesn't work
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MNLY Can't reload at FIX
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MNLY Works
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MGG No gap
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MGG No gap
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MRJ No radar
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MRJ No radar
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JEEP Works
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JEEP Works
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@@ -31,15 +31,15 @@ HARV Works
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ARTY Works
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ARTY Works
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Helicopters
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Helicopters
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- Repair as FIX doesn't work
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- Return to base after attack doesnt work
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TRAN Cargo doesn't work
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TRAN Cargo doesn't work
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HELI Weapon offsets wrong
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HELI Works
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HIND Weapon offsets wrong
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HIND Works
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Planes
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Planes
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- Repair at FIX doesn't work [fix doesn't work?]
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- Ammo/ROF are funky
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YAK Ammo/ROF are funky
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YAK Works
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MIG Ammo/ROF are funky
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MIG Works
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Ships
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Ships
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28
units.ini
28
units.ini
@@ -16,47 +16,47 @@ MNLY.AT
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[V2RL]
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[V2RL]
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Description=V2 Rocket
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Description=V2 Rocket
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Traits=Unit, Mobile, AttackBase, RenderUnitReload, AutoTarget
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Traits=Unit, Mobile, AttackBase, RenderUnitReload, AutoTarget, Repairable
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Voice=VehicleVoice
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Voice=VehicleVoice
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LongDesc=Long-range rocket artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
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LongDesc=Long-range rocket artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
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[1TNK]
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[1TNK]
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Description=Light Tank
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Description=Light Tank
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Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget
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Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable
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Recoil=2
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Recoil=2
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Voice=VehicleVoice
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Voice=VehicleVoice
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LongDesc=Light Tank, good for scouting.\n Strong vs Light Vehicles\n Weak vs Tanks, Aircraft
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LongDesc=Light Tank, good for scouting.\n Strong vs Light Vehicles\n Weak vs Tanks, Aircraft
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[2TNK]
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[2TNK]
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Description=Medium Tank
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Description=Medium Tank
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Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget
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Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable
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Recoil=3
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Recoil=3
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Voice=VehicleVoice
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Voice=VehicleVoice
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LongDesc=Allied Main Battle Tank.\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft
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LongDesc=Allied Main Battle Tank.\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft
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[3TNK]
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[3TNK]
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Description=Heavy Tank
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Description=Heavy Tank
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Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget
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Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable
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Recoil=3
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Recoil=3
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Voice=VehicleVoice
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Voice=VehicleVoice
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LongDesc=Soviet Main Battle Tank, with dual cannons\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft
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LongDesc=Soviet Main Battle Tank, with dual cannons\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft
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[4TNK]
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[4TNK]
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Description=Mammoth Tank
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Description=Mammoth Tank
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Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget
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Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable
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Voice=VehicleVoice
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Voice=VehicleVoice
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LongDesc=Big and slow tank, with anti-air capability.\n Strong vs Tanks, Aircraft\n Weak vs Infantry
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LongDesc=Big and slow tank, with anti-air capability.\n Strong vs Tanks, Aircraft\n Weak vs Infantry
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[ARTY]
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[ARTY]
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Description=Artillery
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Description=Artillery
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Traits=Unit, Mobile, AttackBase, RenderUnit, Explodes, AutoTarget
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Traits=Unit, Mobile, AttackBase, RenderUnit, Explodes, AutoTarget, Repairable
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Voice=VehicleVoice
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Voice=VehicleVoice
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LongDesc=Long-range artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
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LongDesc=Long-range artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
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[JEEP]
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[JEEP]
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Description=Ranger
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Description=Ranger
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Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget
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Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable
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PrimaryOffset=0,0,0,-2
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PrimaryOffset=0,0,0,-2
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MuzzleFlash=yes
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MuzzleFlash=yes
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Voice=VehicleVoice
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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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LongDesc=Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks, Aircraft
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[APC]
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[APC]
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Description=Armored Personnel Carrier
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Description=Armored Personnel Carrier
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Traits=Unit, Mobile, AttackBase, RenderUnitMuzzleFlash, AutoTarget
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Traits=Unit, Mobile, AttackBase, RenderUnitMuzzleFlash, AutoTarget, Repairable
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PrimaryOffset=0,0,0,-4
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PrimaryOffset=0,0,0,-4
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MuzzleFlash=yes
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MuzzleFlash=yes
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Voice=VehicleVoice
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Voice=VehicleVoice
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@@ -65,40 +65,40 @@ LongDesc=Tough infantry transport.\n Strong vs Infantry, Light Vehicles\n Weak
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;; non-combat vehicles
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;; non-combat vehicles
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[MRJ]
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[MRJ]
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Description=Radar Jammer
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Description=Radar Jammer
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Traits=Unit, Mobile, RenderUnitSpinner
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Traits=Unit, Mobile, RenderUnitSpinner, Repairable
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PrimaryOffset=0,4,0,-6
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PrimaryOffset=0,4,0,-6
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SelectionPriority=3
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SelectionPriority=3
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Voice=VehicleVoice
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Voice=VehicleVoice
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LongDesc=Hides nearby units on the enemy's minimap.\n Unarmed
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LongDesc=Hides nearby units on the enemy's minimap.\n Unarmed
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[MGG]
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[MGG]
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Description=Mobile Gap Generator
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Description=Mobile Gap Generator
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Traits=Unit, Mobile, RenderUnitSpinner
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Traits=Unit, Mobile, RenderUnitSpinner, Repairable
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PrimaryOffset=0,6,0,-3
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PrimaryOffset=0,6,0,-3
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SelectionPriority=3
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SelectionPriority=3
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Voice=VehicleVoice
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Voice=VehicleVoice
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LongDesc=Regenerates Fog of War in a small area \naround the unit.\n Unarmed
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LongDesc=Regenerates Fog of War in a small area \naround the unit.\n Unarmed
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[HARV]
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[HARV]
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Description=Ore Truck
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Description=Ore Truck
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Traits=Harvester, Unit, Mobile, RenderUnit
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Traits=Harvester, Unit, Mobile, RenderUnit, Repairable
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SelectionPriority=7
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SelectionPriority=7
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Voice=VehicleVoice
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Voice=VehicleVoice
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LongDesc=Collects Ore and Gems for processing.\n Unarmed
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LongDesc=Collects Ore and Gems for processing.\n Unarmed
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[MCV]
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[MCV]
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Description=Mobile Construction Vehicle
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Description=Mobile Construction Vehicle
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Traits=Unit, Mobile, McvDeploy, RenderUnit
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Traits=Unit, Mobile, McvDeploy, RenderUnit, Repairable
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SelectionPriority=3
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SelectionPriority=3
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Voice=VehicleVoice
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Voice=VehicleVoice
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LongDesc=Deploys into another Construction Yard.\n Unarmed
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LongDesc=Deploys into another Construction Yard.\n Unarmed
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[MNLY.AP]
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[MNLY.AP]
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Description=Minelayer (Anti-Personnel)
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Description=Minelayer (Anti-Personnel)
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Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune
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Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable
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Voice=VehicleVoice
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Voice=VehicleVoice
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LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed
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LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed
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Primary=MINP ;; temporary hack
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Primary=MINP ;; temporary hack
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[MNLY.AT]
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[MNLY.AT]
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Description=Minelayer (Anti-Tank)
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Description=Minelayer (Anti-Tank)
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Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune
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Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable
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Voice=VehicleVoice
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Voice=VehicleVoice
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LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed
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LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed
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Primary=MINV ;; temporary hack
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Primary=MINV ;; temporary hack
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||||||
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Reference in New Issue
Block a user