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@@ -12,7 +12,7 @@ namespace OpenRa.Game
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{
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[Sync]
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public readonly TypeDictionary traits = new TypeDictionary();
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public readonly UnitInfo Info;
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public readonly LegacyUnitInfo Info;
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public readonly uint ActorID;
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[Sync]
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@@ -36,7 +36,7 @@ namespace OpenRa.Game
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public Actor( ActorInfo info, int2 location, Player owner )
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{
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ActorID = Game.world.NextAID();
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Info = (UnitInfo)info; // temporary
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Info = (LegacyUnitInfo)info; // temporary
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Location = location;
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CenterLocation = Traits.Util.CenterOfCell(Location);
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Owner = owner;
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@@ -13,7 +13,7 @@ namespace OpenRa.Game
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public static IniFile AllRules;
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public static Dictionary<string, List<string>> Categories = new Dictionary<string, List<string>>();
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public static Dictionary<string, string> UnitCategory;
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public static InfoLoader<UnitInfo> UnitInfo;
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public static InfoLoader<LegacyUnitInfo> UnitInfo;
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public static InfoLoader<WeaponInfo> WeaponInfo;
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public static InfoLoader<WarheadInfo> WarheadInfo;
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public static InfoLoader<ProjectileInfo> ProjectileInfo;
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@@ -64,13 +64,13 @@ namespace OpenRa.Game
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"Plane");
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UnitCategory = Categories.SelectMany(x => x.Value.Select(y => new KeyValuePair<string, string>(y, x.Key))).ToDictionary(x => x.Key, x => x.Value);
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UnitInfo = new InfoLoader<UnitInfo>(
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Pair.New<string, Func<string, UnitInfo>>("Building", s => new BuildingInfo(s)),
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Pair.New<string, Func<string, UnitInfo>>("Defense", s => new BuildingInfo(s)),
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Pair.New<string, Func<string, UnitInfo>>("Infantry", s => new InfantryInfo(s)),
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Pair.New<string, Func<string, UnitInfo>>("Vehicle", s => new VehicleInfo(s)),
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Pair.New<string, Func<string, UnitInfo>>("Ship", s => new VehicleInfo(s)),
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Pair.New<string, Func<string, UnitInfo>>("Plane", s => new VehicleInfo(s)));
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UnitInfo = new InfoLoader<LegacyUnitInfo>(
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Pair.New<string, Func<string, LegacyUnitInfo>>("Building", s => new BuildingInfo(s)),
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Pair.New<string, Func<string, LegacyUnitInfo>>("Defense", s => new BuildingInfo(s)),
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Pair.New<string, Func<string, LegacyUnitInfo>>("Infantry", s => new InfantryInfo(s)),
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Pair.New<string, Func<string, LegacyUnitInfo>>("Vehicle", s => new VehicleInfo(s)),
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Pair.New<string, Func<string, LegacyUnitInfo>>("Ship", s => new VehicleInfo(s)),
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Pair.New<string, Func<string, LegacyUnitInfo>>("Plane", s => new VehicleInfo(s)));
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LoadCategories(
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"Weapon",
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@@ -6,7 +6,7 @@ namespace OpenRa.Game.GameRules
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{
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class TechTree
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{
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readonly Cache<string, List<UnitInfo>> producesIndex = new Cache<string, List<UnitInfo>>( x => new List<UnitInfo>() );
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readonly Cache<string, List<LegacyUnitInfo>> producesIndex = new Cache<string, List<LegacyUnitInfo>>( x => new List<LegacyUnitInfo>() );
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public TechTree()
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{
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@@ -26,7 +26,7 @@ namespace OpenRa.Game.GameRules
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return ret;
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}
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public bool CanBuild( UnitInfo unit, Player player, Cache<string, List<Actor>> playerBuildings )
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public bool CanBuild( LegacyUnitInfo unit, Player player, Cache<string, List<Actor>> playerBuildings )
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{
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if( unit.TechLevel == -1 )
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return false;
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@@ -59,7 +59,7 @@ namespace OpenRa.Game.GameRules
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.Where(x => Rules.UnitInfo[x].Owner.Contains(player.Race)); /* todo: fix for dual-race scenarios (captured buildings) */
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}
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public IEnumerable<UnitInfo> UnitBuiltAt( UnitInfo info )
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public IEnumerable<LegacyUnitInfo> UnitBuiltAt( LegacyUnitInfo info )
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{
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if( info.BuiltAt.Length != 0 )
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return info.BuiltAt.Select( x => Rules.UnitInfo[ x.ToLowerInvariant() ] );
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@@ -11,7 +11,7 @@ namespace OpenRa.Game.GameRules
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concrete = 4,
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}
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public class UnitInfo : ActorInfo
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public class LegacyUnitInfo : ActorInfo
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{
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public readonly string Name;
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@@ -64,10 +64,10 @@ namespace OpenRa.Game.GameRules
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public readonly int[] PrimaryLocalOffset = { };
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public readonly int[] SecondaryLocalOffset = { };
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public UnitInfo(string name) { Name = name; }
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public LegacyUnitInfo(string name) { Name = name; }
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}
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public class LegacyMobileInfo : UnitInfo
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public class LegacyMobileInfo : LegacyUnitInfo
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{
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public readonly int Speed = 0;
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public readonly bool NoMovingFire = false;
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@@ -94,7 +94,7 @@ namespace OpenRa.Game.GameRules
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public VehicleInfo(string name) : base(name) { }
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}
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public class BuildingInfo : UnitInfo
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public class BuildingInfo : LegacyUnitInfo
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{
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public readonly int2 Dimensions = new int2(1, 1);
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public readonly string Footprint = "x";
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@@ -33,7 +33,7 @@ namespace OpenRa.Game.Orders
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&& a.traits.WithInterface<Chronoshiftable>().Any()
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&& a.Info.Selectable).FirstOrDefault();
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var unit = underCursor != null ? underCursor.Info as UnitInfo : null;
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var unit = underCursor != null ? underCursor.Info as LegacyUnitInfo : null;
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if (unit != null)
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yield return new Order("ChronosphereSelect", underCursor, null, int2.Zero, power.Name);
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@@ -33,7 +33,7 @@ namespace OpenRa.Game.Orders
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&& a.traits.Contains<IronCurtainable>()
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&& a.Info.Selectable).FirstOrDefault();
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var unit = underCursor != null ? underCursor.Info as UnitInfo : null;
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var unit = underCursor != null ? underCursor.Info as LegacyUnitInfo : null;
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if (unit != null)
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yield return new Order("IronCurtain", underCursor, null, int2.Zero, power.Name);
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@@ -6,6 +6,13 @@ using OpenRa.Game.Effects;
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namespace OpenRa.Game.Traits
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{
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class AttackBaseInfo : ITraitInfo
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{
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public object Create(Actor self) { return new AttackBase(self); }
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}
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class AttackBase : IIssueOrder, IResolveOrder, ITick
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{
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[Sync] public Actor target;
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@@ -2,6 +2,11 @@
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namespace OpenRa.Game.Traits
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{
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class AutoTargetInfo : ITraitInfo
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{
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public object Create(Actor self) { return new AutoTarget(self); }
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}
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class AutoTarget : ITick, INotifyDamage
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{
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public AutoTarget(Actor self) {}
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@@ -5,6 +5,11 @@ using System.Linq;
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namespace OpenRa.Game.Traits
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{
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class ChronoshiftableInfo : ITraitInfo
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{
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public object Create(Actor self) { return new Chronoshiftable(self); }
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}
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class Chronoshiftable : IResolveOrder, ISpeedModifier, ITick
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{
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// Return-to-sender logic
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@@ -11,7 +11,7 @@ namespace OpenRa.Game.Traits
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public Production( Actor self ) { }
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public virtual int2? CreationLocation( Actor self, UnitInfo producee )
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public virtual int2? CreationLocation( Actor self, LegacyUnitInfo producee )
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{
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return ( 1 / 24f * self.CenterLocation ).ToInt2();
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}
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@@ -21,7 +21,7 @@ namespace OpenRa.Game.Traits
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return newUnit.Info.InitialFacing;
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}
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public bool Produce( Actor self, UnitInfo producee )
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public bool Produce( Actor self, LegacyUnitInfo producee )
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{
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var location = CreationLocation( self, producee );
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if( location == null || Game.UnitInfluence.GetUnitsAt( location.Value ).Any() )
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@@ -24,7 +24,7 @@ namespace OpenRa.Game.Traits
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return null;
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}
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public override int2? CreationLocation(Actor self, UnitInfo producee)
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public override int2? CreationLocation(Actor self, LegacyUnitInfo producee)
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{
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return FindAdjacentTile(self, producee.WaterBound ?
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UnitMovementType.Float : UnitMovementType.Wheel); /* hackety hack */
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@@ -2,6 +2,11 @@
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namespace OpenRa.Game.Traits
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{
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class RenderUnitReloadInfo : ITraitInfo
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{
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public object Create(Actor self) { return new RenderUnitReload(self); }
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}
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class RenderUnitReload : RenderUnit
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{
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public RenderUnitReload(Actor self)
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@@ -6,6 +6,11 @@ using OpenRa.Game.Traits.Activities;
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namespace OpenRa.Game.Traits
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{
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class RepairableInfo : ITraitInfo
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{
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public object Create(Actor self) { return new Repairable(self); }
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}
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class Repairable : IIssueOrder, IResolveOrder
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{
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IDisposable reservation;
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@@ -24,7 +24,7 @@ namespace OpenRa.Game.Traits
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interface IProducer
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{
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bool Produce( Actor self, UnitInfo producee );
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bool Produce( Actor self, LegacyUnitInfo producee );
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void SetPrimaryProducer(Actor self, bool isPrimary);
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}
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interface IOccupySpace { IEnumerable<int2> OccupiedCells(); }
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@@ -1,6 +1,16 @@
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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 UnitInfo : ITraitInfo
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{
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public readonly int HP = 0;
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public readonly ArmorType Armor = ArmorType.none;
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public readonly bool Crewed = false; // replace with trait?
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public object Create(Actor self) { return new Unit(self); }
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}
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class Unit : INotifyDamage
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{
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[Sync]
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