Merge pull request #11428 from reaperrr/attack-delay

Allow attack anims/overlays to start before weapons fire
This commit is contained in:
abcdefg30
2016-07-03 18:58:07 +02:00
committed by GitHub
16 changed files with 193 additions and 23 deletions

View File

@@ -428,6 +428,7 @@
<Compile Include="Traits\Render\WithSpriteBarrel.cs" />
<Compile Include="Traits\Render\WithBuildingExplosion.cs" />
<Compile Include="Traits\Render\WithAttackAnimation.cs" />
<Compile Include="Traits\Render\WithAttackOverlay.cs" />
<Compile Include="Traits\Render\WithMoveAnimation.cs" />
<Compile Include="Traits\Render\WithSiloAnimation.cs" />
<Compile Include="Traits\Render\WithBuildingPlacedAnimation.cs" />
@@ -480,6 +481,7 @@
<Compile Include="Traits\Sound\CaptureNotification.cs" />
<Compile Include="Traits\Sound\DeathSounds.cs" />
<Compile Include="Traits\Sound\SoundOnDamageTransition.cs" />
<Compile Include="Traits\Sound\AttackSounds.cs" />
<Compile Include="Traits\SupplyTruck.cs" />
<Compile Include="Traits\SupportPowers\AirstrikePower.cs" />
<Compile Include="Traits\SupportPowers\GrantUpgradePower.cs" />

View File

@@ -98,12 +98,14 @@ namespace OpenRA.Mods.Common.Traits
return true;
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
if (a != null && a.Info.AmmoPoolName == Info.Name)
TakeAmmo();
}
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
public void Tick(Actor self)
{
if (!Info.SelfReloads)

View File

@@ -223,6 +223,9 @@ namespace OpenRA.Mods.Common.Traits
GuidedTarget = target
};
foreach (var na in self.TraitsImplementing<INotifyAttack>())
na.PreparingAttack(self, target, this, barrel);
ScheduleDelayedAction(Info.FireDelay, () =>
{
if (args.Weapon.Projectile != null)

View File

@@ -145,6 +145,9 @@ namespace OpenRA.Mods.Common.Traits
self.SetTargetLine(target, Color.Red);
AttackTarget(target, order.Queued, true, forceAttack);
}
if (order.OrderString == "Stop")
self.CancelActivity();
}
static Target TargetFromOrder(Actor self, Order order)

View File

@@ -64,25 +64,19 @@ namespace OpenRA.Mods.Common.Traits
return base.CanAttack(self, target);
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
--charges;
timeToRecharge = info.ReloadDelay;
}
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
{
return new ChargeAttack(this, newTarget);
}
public override void ResolveOrder(Actor self, Order order)
{
base.ResolveOrder(self, order);
if (order.OrderString == "Stop")
self.CancelActivity();
}
class ChargeAttack : Activity
{
readonly AttackCharge attack;

View File

@@ -98,6 +98,8 @@ namespace OpenRA.Mods.Common.Traits
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel) { if (Info.UncloakOn.HasFlag(UncloakType.Attack)) Uncloak(); }
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
{
damageDisabled = e.DamageState >= DamageState.Critical;

View File

@@ -82,12 +82,14 @@ namespace OpenRA.Mods.Common.Traits
Panic();
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
if (self.World.SharedRandom.Next(100 / info.AttackPanicChance) == 0)
Panic();
}
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
public int GetSpeedModifier()
{
return Panicking ? info.PanicSpeedModifier : 100;

View File

@@ -28,6 +28,12 @@ namespace OpenRA.Mods.Common.Traits.Render
[Desc("Shown while reloading.")]
[SequenceReference(null, true)] public readonly string ReloadPrefix = null;
[Desc("Delay in ticks before animation starts, either relative to attack preparation or attack.")]
public readonly int Delay = 0;
[Desc("Should the animation be delayed relative to preparation or actual attack?")]
public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation;
public object Create(ActorInitializer init) { return new WithAttackAnimation(init, this); }
}
@@ -38,6 +44,8 @@ namespace OpenRA.Mods.Common.Traits.Render
readonly Armament armament;
readonly WithSpriteBody wsb;
int tick;
public WithAttackAnimation(ActorInitializer init, WithAttackAnimationInfo info)
{
this.info = info;
@@ -47,14 +55,39 @@ namespace OpenRA.Mods.Common.Traits.Render
wsb = init.Self.Trait<WithSpriteBody>();
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
void PlayAttackAnimation(Actor self)
{
if (!string.IsNullOrEmpty(info.AttackSequence))
wsb.PlayCustomAnimation(self, info.AttackSequence, () => wsb.CancelCustomAnimation(self));
}
public void Tick(Actor self)
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
if (info.DelayRelativeTo == AttackDelayType.Attack)
{
if (info.Delay > 0)
tick = info.Delay;
else
PlayAttackAnimation(self);
}
}
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel)
{
if (info.DelayRelativeTo == AttackDelayType.Preparation)
{
if (info.Delay > 0)
tick = info.Delay;
else
PlayAttackAnimation(self);
}
}
void ITick.Tick(Actor self)
{
if (info.Delay > 0 && --tick == 0)
PlayAttackAnimation(self);
if (string.IsNullOrEmpty(info.AimSequence) && string.IsNullOrEmpty(info.ReloadPrefix))
return;

View File

@@ -10,11 +10,9 @@
#endregion
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.D2k.Traits.Render
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Rendered together with an attack.")]
public class WithAttackOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>
@@ -29,16 +27,23 @@ namespace OpenRA.Mods.D2k.Traits.Render
[Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
[Desc("Delay in ticks before overlay starts, either relative to attack preparation or attack.")]
public readonly int Delay = 0;
[Desc("Should the overlay be delayed relative to preparation or actual attack?")]
public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation;
public object Create(ActorInitializer init) { return new WithAttackOverlay(init, this); }
}
public class WithAttackOverlay : INotifyAttack
public class WithAttackOverlay : INotifyAttack, ITick
{
readonly Animation overlay;
readonly RenderSprites renderSprites;
readonly WithAttackOverlayInfo info;
bool attacking;
int tick;
public WithAttackOverlay(ActorInitializer init, WithAttackOverlayInfo info)
{
@@ -52,10 +57,38 @@ namespace OpenRA.Mods.D2k.Traits.Render
info.Palette, info.IsPlayerPalette);
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
void PlayOverlay(Actor self)
{
attacking = true;
overlay.PlayThen(info.Sequence, () => attacking = false);
}
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
if (info.DelayRelativeTo == AttackDelayType.Attack)
{
if (info.Delay > 0)
tick = info.Delay;
else
PlayOverlay(self);
}
}
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel)
{
if (info.DelayRelativeTo == AttackDelayType.Preparation)
{
if (info.Delay > 0)
tick = info.Delay;
else
PlayOverlay(self);
}
}
void ITick.Tick(Actor self)
{
if (info.Delay > 0 && --tick == 0)
PlayOverlay(self);
}
}
}

View File

@@ -105,11 +105,13 @@ namespace OpenRA.Mods.Common.Traits.Render
}
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel)
{
Attacking(self, target);
}
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel) { }
public virtual void Tick(Actor self)
{
if (rsm != null)

View File

@@ -75,7 +75,7 @@ namespace OpenRA.Mods.Common.Traits.Render
}
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
if (a == null)
return;
@@ -94,6 +94,8 @@ namespace OpenRA.Mods.Common.Traits.Render
anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);
}
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
{
foreach (var arm in armaments)

View File

@@ -0,0 +1,80 @@
#region Copyright & License Information
/*
* Copyright 2007-2016 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Sound
{
[Desc("Played when preparing for an attack or attacking.")]
public class AttackSoundsInfo : UpgradableTraitInfo
{
[Desc("Play a randomly selected sound from this list when preparing for an attack or attacking.")]
public readonly string[] Sounds = { };
[Desc("Delay in ticks before sound starts, either relative to attack preparation or attack.")]
public readonly int Delay = 0;
[Desc("Should the sound be delayed relative to preparation or actual attack?")]
public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation;
public override object Create(ActorInitializer init) { return new AttackSounds(init, this); }
}
public class AttackSounds : UpgradableTrait<AttackSoundsInfo>, INotifyAttack, ITick
{
readonly AttackSoundsInfo info;
int tick;
public AttackSounds(ActorInitializer init, AttackSoundsInfo info)
: base(info)
{
this.info = info;
}
void PlaySound(Actor self)
{
if (info.Sounds.Any())
Game.Sound.Play(info.Sounds.Random(self.World.SharedRandom), self.CenterPosition);
}
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
if (info.DelayRelativeTo == AttackDelayType.Attack)
{
if (info.Delay > 0)
tick = info.Delay;
else
PlaySound(self);
}
}
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel)
{
if (info.DelayRelativeTo == AttackDelayType.Preparation)
{
if (info.Delay > 0)
tick = info.Delay;
else
PlaySound(self);
}
}
void ITick.Tick(Actor self)
{
if (IsTraitDisabled)
return;
if (info.Delay > 0 && --tick == 0)
PlaySound(self);
}
}
}

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@@ -19,6 +19,8 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public enum AttackDelayType { Preparation, Attack }
public interface IQuantizeBodyOrientationInfo : ITraitInfo
{
int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race);
@@ -34,7 +36,13 @@ namespace OpenRA.Mods.Common.Traits
IEnumerable<IRenderable> Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition);
}
public interface INotifyAttack { void Attacking(Actor self, Target target, Armament a, Barrel barrel); }
[RequireExplicitImplementation]
public interface INotifyAttack
{
void Attacking(Actor self, Target target, Armament a, Barrel barrel);
void PreparingAttack(Actor self, Target target, Armament a, Barrel barrel);
}
public interface INotifyBurstComplete { void FiredBurst(Actor self, Target target, Armament a); }
public interface INotifyCharging { void Charging(Actor self, Target target); }
public interface INotifyChat { bool OnChat(string from, string message); }

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@@ -92,7 +92,10 @@ namespace OpenRA.Mods.D2k.Activities
});
foreach (var notify in self.TraitsImplementing<INotifyAttack>())
{
notify.PreparingAttack(self, target, null, null);
notify.Attacking(self, target, null, null);
}
return true;
}

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@@ -98,7 +98,6 @@
<Compile Include="Warheads\ChangeOwnerWarhead.cs" />
<Compile Include="UtilityCommands\D2kMapImporter.cs" />
<Compile Include="UtilityCommands\ImportD2kMapCommand.cs" />
<Compile Include="Traits\Render\WithAttackOverlay.cs" />
<Compile Include="Traits\Render\WithDecorationCarryable.cs" />
<Compile Include="Traits\World\D2kEditorResourceLayer.cs" />
<Compile Include="Lint\CheckImportActors.cs" />

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@@ -197,6 +197,8 @@ namespace OpenRA.Mods.RA.Traits
}
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel) { DisguiseAs(null); }
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel) { DisguiseAs(null); }
}
}