Implement tunnels.
This commit is contained in:
@@ -794,6 +794,8 @@
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<Compile Include="Traits\RevealOnFire.cs" />
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<Compile Include="Traits\Conditions\GrantConditionOnDisabled.cs" />
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<Compile Include="Traits\World\ActorMap.cs" />
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<Compile Include="Traits\World\TerrainTunnelLayer.cs" />
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<Compile Include="Traits\World\TerrainTunnel.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Target Name="AfterBuild">
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@@ -38,6 +38,11 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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public static class CustomMovementLayerType
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{
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public const byte Tunnel = 1;
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}
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[Desc("Unit is able to move.")]
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public class MobileInfo : ConditionalTraitInfo, IMoveInfo, IPositionableInfo, IOccupySpaceInfo, IFacingInfo,
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UsesInit<FacingInit>, UsesInit<LocationInit>, UsesInit<SubCellInit>
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@@ -73,6 +78,10 @@ namespace OpenRA.Mods.Common.Traits
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[VoiceReference] public readonly string Voice = "Action";
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[GrantedConditionReference]
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[Desc("The condition to grant to self while inside a tunnel.")]
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public readonly string TunnelCondition = null;
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public override object Create(ActorInitializer init) { return new Mobile(init, this); }
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static object LoadSpeeds(MiniYaml y)
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@@ -319,8 +328,8 @@ namespace OpenRA.Mods.Common.Traits
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bool IOccupySpaceInfo.SharesCell { get { return SharesCell; } }
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}
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public class Mobile : ConditionalTrait<MobileInfo>, IIssueOrder, IResolveOrder, IOrderVoice, IPositionable, IMove, IFacing, ISync,
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IDeathActorInitModifier, INotifyAddedToWorld, INotifyRemovedFromWorld, INotifyBlockingMove, IActorPreviewInitModifier
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public class Mobile : ConditionalTrait<MobileInfo>, INotifyCreated, IIssueOrder, IResolveOrder, IOrderVoice, IPositionable, IMove,
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IFacing, ISync, IDeathActorInitModifier, INotifyAddedToWorld, INotifyRemovedFromWorld, INotifyBlockingMove, IActorPreviewInitModifier
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{
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const int AverageTicksBeforePathing = 5;
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const int SpreadTicksBeforePathing = 5;
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@@ -334,6 +343,8 @@ namespace OpenRA.Mods.Common.Traits
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int facing;
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CPos fromCell, toCell;
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public SubCell FromSubCell, ToSubCell;
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int tunnelToken = ConditionManager.InvalidConditionToken;
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ConditionManager conditionManager;
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[Sync] public int Facing
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{
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@@ -361,6 +372,12 @@ namespace OpenRA.Mods.Common.Traits
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FromSubCell = fromSub;
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ToSubCell = toSub;
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AddInfluence();
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if (toCell.Layer == CustomMovementLayerType.Tunnel && conditionManager != null &&
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!string.IsNullOrEmpty(Info.TunnelCondition) && tunnelToken == ConditionManager.InvalidConditionToken)
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tunnelToken = conditionManager.GrantCondition(self, Info.TunnelCondition);
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else if (toCell.Layer != CustomMovementLayerType.Tunnel && tunnelToken != ConditionManager.InvalidConditionToken)
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tunnelToken = conditionManager.RevokeCondition(self, tunnelToken);
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}
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public Mobile(ActorInitializer init, MobileInfo info)
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@@ -388,6 +405,11 @@ namespace OpenRA.Mods.Common.Traits
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SetVisualPosition(self, init.Get<CenterPositionInit, WPos>());
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}
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void INotifyCreated.Created(Actor self)
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{
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conditionManager = self.TraitOrDefault<ConditionManager>();
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}
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// Returns a valid sub-cell
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public SubCell GetValidSubCell(SubCell preferred = SubCell.Any)
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{
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@@ -9,6 +9,7 @@
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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@@ -36,8 +37,17 @@ namespace OpenRA.Mods.Common.Traits
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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var tileType = w.Map.Rules.TileSet.GetTerrainIndex(info.TerrainType);
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// Units are allowed behind cliffs *only* if they are part of a tunnel portal
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var tunnelPortals = w.WorldActor.Info.TraitInfos<TerrainTunnelInfo>()
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.SelectMany(mti => mti.PortalCells())
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.ToHashSet();
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foreach (var uv in w.Map.AllCells.MapCoords)
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{
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if (tunnelPortals.Contains(uv.ToCPos(w.Map)))
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continue;
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// All the map cells that visually overlap the current cell
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var testCells = w.Map.ProjectedCellsCovering(uv)
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.SelectMany(puv => w.Map.Unproject(puv));
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62
OpenRA.Mods.Common/Traits/World/TerrainTunnel.cs
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62
OpenRA.Mods.Common/Traits/World/TerrainTunnel.cs
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@@ -0,0 +1,62 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class TerrainTunnelInfo : TraitInfo<TerrainTunnel>, Requires<TerrainTunnelLayerInfo>, ILobbyCustomRulesIgnore
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{
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[FieldLoader.Require]
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[Desc("Location of the tunnel")]
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public readonly CPos Location = CPos.Zero;
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[FieldLoader.Require]
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[Desc("Height of the tunnel floor in map height steps.")]
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public readonly byte Height = 0;
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[FieldLoader.Require]
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[Desc("Size of the tunnel footprint")]
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public readonly CVec Dimensions = CVec.Zero;
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[FieldLoader.Require]
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[Desc("Tunnel footprint.", "_ is passable, x is blocked, and o are tunnel portals.")]
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public readonly string Footprint = string.Empty;
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[FieldLoader.Require]
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[Desc("Terrain type of the tunnel floor.")]
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public readonly string TerrainType = null;
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public IEnumerable<CPos> TunnelCells()
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{
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return CellsMatching('_').Concat(CellsMatching('o'));
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}
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public IEnumerable<CPos> PortalCells()
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{
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return CellsMatching('o');
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}
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IEnumerable<CPos> CellsMatching(char c)
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{
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var index = 0;
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var footprint = Footprint.Where(x => !char.IsWhiteSpace(x)).ToArray();
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for (var y = 0; y < Dimensions.Y; y++)
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for (var x = 0; x < Dimensions.X; x++)
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if (footprint[index++] == c)
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yield return Location + new CVec(x, y);
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}
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}
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public class TerrainTunnel { }
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}
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94
OpenRA.Mods.Common/Traits/World/TerrainTunnelLayer.cs
Normal file
94
OpenRA.Mods.Common/Traits/World/TerrainTunnelLayer.cs
Normal file
@@ -0,0 +1,94 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class TerrainTunnelLayerInfo : ITraitInfo, Requires<DomainIndexInfo>, ILobbyCustomRulesIgnore
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{
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[Desc("Terrain type used by cells outside any tunnel footprint.")]
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public readonly string ImpassableTerrainType = "Impassable";
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public object Create(ActorInitializer init) { return new TerrainTunnelLayer(init.Self, this); }
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}
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public class TerrainTunnelLayer : ICustomMovementLayer, IWorldLoaded
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{
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readonly Map map;
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readonly CellLayer<WPos> cellCenters;
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readonly CellLayer<byte> terrainIndices;
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readonly HashSet<CPos> portals = new HashSet<CPos>();
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bool enabled;
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public TerrainTunnelLayer(Actor self, TerrainTunnelLayerInfo info)
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{
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map = self.World.Map;
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cellCenters = new CellLayer<WPos>(map);
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terrainIndices = new CellLayer<byte>(map);
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terrainIndices.Clear(map.Rules.TileSet.GetTerrainIndex(info.ImpassableTerrainType));
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}
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public void WorldLoaded(World world, WorldRenderer wr)
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{
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var domainIndex = world.WorldActor.Trait<DomainIndex>();
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foreach (var tti in world.WorldActor.Info.TraitInfos<TerrainTunnelInfo>())
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{
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enabled = true;
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var terrain = map.Rules.TileSet.GetTerrainIndex(tti.TerrainType);
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foreach (var c in tti.TunnelCells())
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{
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var uv = c.ToMPos(map);
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terrainIndices[uv] = terrain;
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var pos = map.CenterOfCell(c);
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cellCenters[uv] = pos - new WVec(0, 0, pos.Z - 512 * tti.Height);
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}
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var portal = tti.PortalCells();
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domainIndex.AddFixedConnection(portal);
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foreach (var c in portal)
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{
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// Need to explicitly set both default and tunnel layers, otherwise the .Contains check will fail
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portals.Add(new CPos(c.X, c.Y, 0));
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portals.Add(new CPos(c.X, c.Y, CustomMovementLayerType.Tunnel));
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}
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}
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}
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bool ICustomMovementLayer.EnabledForActor(ActorInfo a, MobileInfo mi) { return enabled; }
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byte ICustomMovementLayer.Index { get { return CustomMovementLayerType.Tunnel; } }
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bool ICustomMovementLayer.InteractsWithDefaultLayer { get { return false; } }
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WPos ICustomMovementLayer.CenterOfCell(CPos cell)
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{
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return cellCenters[cell];
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}
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int ICustomMovementLayer.EntryMovementCost(ActorInfo a, MobileInfo mi, CPos cell)
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{
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return portals.Contains(cell) ? 0 : int.MaxValue;
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}
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int ICustomMovementLayer.ExitMovementCost(ActorInfo a, MobileInfo mi, CPos cell)
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{
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return portals.Contains(cell) ? 0 : int.MaxValue;
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}
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byte ICustomMovementLayer.GetTerrainIndex(CPos cell)
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{
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return terrainIndices[cell];
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}
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}
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}
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@@ -306,6 +306,7 @@
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Voiced:
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VoiceSet: Infantry
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Targetable:
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RequiresCondition: !inside-tunnel
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TargetTypes: Ground, Infantry
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QuantizeFacingsFromSequence:
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Sequence: stand
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@@ -479,6 +480,7 @@
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Voiced:
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VoiceSet: Vehicle
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Targetable:
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RequiresCondition: !inside-tunnel
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TargetTypes: Ground, Vehicle, Repair
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Repairable:
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RepairBuildings: gadept
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@@ -521,6 +523,7 @@
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RequiresCondition: criticalspeed
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Modifier: 60
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Carryable:
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RequiresCondition: !inside-tunnel
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RevealOnFire:
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^Tank:
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@@ -41,6 +41,7 @@ APC:
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Sequence: water
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RequiresCondition: inwater
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LeavesTrails:
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RequiresCondition: !inside-tunnel
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Image: wake
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Palette: effect
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TerrainTypes: Water
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@@ -92,6 +93,7 @@ HVR:
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WithVoxelTurret:
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Hovers:
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LeavesTrails:
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RequiresCondition: !inside-tunnel
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Image: wake
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Palette: effect
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TerrainTypes: Water
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@@ -616,7 +616,9 @@ tracks16:
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Offset: 0, -13, 42
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ZRamp: 1
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UseTilesetExtension: true
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ShadowStart: 1
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# Disabled to avoid glitches until shadow rendering is fixed
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# Appears to be unused in the original game too
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# ShadowStart: 1
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tuntop01:
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Inherits: ^tuntop
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