Cache WeaponInfo look-ups
This commit is contained in:
@@ -35,12 +35,10 @@ namespace OpenRA.Mods.Common.Activities
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{
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if (self.CenterPosition.Z <= 0)
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{
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if (info.Explosion != null)
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if (info.ExplosionWeapon != null)
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{
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var weapon = self.World.Map.Rules.Weapons[info.Explosion.ToLowerInvariant()];
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// Use .FromPos since this actor is killed. Cannot use Target.FromActor
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weapon.Impact(Target.FromPos(self.CenterPosition), self, Enumerable.Empty<int>());
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info.ExplosionWeapon.Impact(Target.FromPos(self.CenterPosition), self, Enumerable.Empty<int>());
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}
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self.Dispose();
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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.Common.Effects
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{
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readonly Player firedBy;
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readonly Animation anim;
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readonly string weapon;
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readonly WeaponInfo weapon;
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readonly string flashType;
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readonly WPos ascendSource;
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@@ -35,7 +35,7 @@ namespace OpenRA.Mods.Common.Effects
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WPos pos;
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int ticks;
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public NukeLaunch(Player firedBy, string weapon, WPos launchPos, WPos targetPos, WDist velocity, int delay, bool skipAscent, string flashType)
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public NukeLaunch(Player firedBy, string name, WeaponInfo weapon, WPos launchPos, WPos targetPos, WDist velocity, int delay, bool skipAscent, string flashType)
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{
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this.firedBy = firedBy;
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this.weapon = weapon;
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@@ -49,13 +49,12 @@ namespace OpenRA.Mods.Common.Effects
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descendSource = targetPos + offset;
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descendTarget = targetPos;
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anim = new Animation(firedBy.World, weapon);
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anim = new Animation(firedBy.World, name);
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anim.PlayRepeating("up");
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pos = launchPos;
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var weaponRules = firedBy.World.Map.Rules.Weapons[weapon.ToLowerInvariant()];
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if (weaponRules.Report != null && weaponRules.Report.Any())
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Game.Sound.Play(weaponRules.Report.Random(firedBy.World.SharedRandom), pos);
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if (weapon.Report != null && weapon.Report.Any())
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Game.Sound.Play(weapon.Report.Random(firedBy.World.SharedRandom), pos);
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if (skipAscent)
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ticks = turn;
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@@ -82,7 +81,6 @@ namespace OpenRA.Mods.Common.Effects
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void Explode(World world)
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{
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world.AddFrameEndTask(w => w.Remove(this));
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var weapon = world.Map.Rules.Weapons[this.weapon.ToLowerInvariant()];
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weapon.Impact(Target.FromPos(pos), firedBy.PlayerActor, Enumerable.Empty<int>());
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world.WorldActor.Trait<ScreenShaker>().AddEffect(20, pos, 5);
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@@ -16,7 +16,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Causes aircraft husks that are spawned in the air to crash to the ground.")]
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public class FallsToEarthInfo : ITraitInfo
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public class FallsToEarthInfo : ITraitInfo, IRulesetLoaded
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{
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[WeaponReference]
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public readonly string Explosion = "UnitExplode";
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@@ -25,7 +25,13 @@ namespace OpenRA.Mods.Common.Traits
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public readonly bool Moves = false;
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public readonly WDist Velocity = new WDist(43);
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public WeaponInfo ExplosionWeapon { get; private set; }
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public object Create(ActorInitializer init) { return new FallsToEarth(init.Self, this); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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ExplosionWeapon = string.IsNullOrEmpty(Explosion) ? null : rules.Weapons[Explosion.ToLowerInvariant()];
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}
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}
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public class FallsToEarth
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@@ -12,13 +12,14 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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class BridgeInfo : ITraitInfo, Requires<HealthInfo>, Requires<BuildingInfo>
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class BridgeInfo : ITraitInfo, IRulesetLoaded, Requires<HealthInfo>, Requires<BuildingInfo>
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{
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public readonly bool Long = false;
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@@ -41,8 +42,12 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("The name of the weapon to use when demolishing the bridge")]
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[WeaponReference] public readonly string DemolishWeapon = "Demolish";
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public WeaponInfo DemolishWeaponInfo { get; private set; }
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public object Create(ActorInitializer init) { return new Bridge(init.Self, this); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai) { DemolishWeaponInfo = rules.Weapons[DemolishWeapon.ToLowerInvariant()]; }
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public IEnumerable<Pair<ushort, int>> Templates
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{
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get
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@@ -333,10 +338,8 @@ namespace OpenRA.Mods.Common.Traits
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var initialDamage = health.DamageState;
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self.World.AddFrameEndTask(w =>
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{
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var weapon = saboteur.World.Map.Rules.Weapons[info.DemolishWeapon.ToLowerInvariant()];
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// Use .FromPos since this actor is killed. Cannot use Target.FromActor
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weapon.Impact(Target.FromPos(self.CenterPosition), saboteur, Enumerable.Empty<int>());
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info.DemolishWeaponInfo.Impact(Target.FromPos(self.CenterPosition), saboteur, Enumerable.Empty<int>());
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self.World.WorldActor.Trait<ScreenShaker>().AddEffect(15, self.CenterPosition, 6);
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self.Kill(saboteur);
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@@ -11,13 +11,14 @@
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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 OpenRA.GameRules;
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using OpenRA.Mods.Common.Warheads;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("This actor explodes when killed.")]
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public class ExplodesInfo : ITraitInfo
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public class ExplodesInfo : ITraitInfo, IRulesetLoaded
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{
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[WeaponReference, FieldLoader.Require, Desc("Weapon to use for explosion if ammo/payload is loaded.")]
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public readonly string Weapon = "UnitExplode";
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@@ -34,7 +35,15 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("DeathType(s) to apply upon explosion.")]
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public readonly HashSet<string> DeathType = new HashSet<string>();
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public WeaponInfo WeaponInfo { get; private set; }
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public WeaponInfo EmptyWeaponInfo { get; private set; }
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public object Create(ActorInitializer init) { return new Explodes(this); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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WeaponInfo = string.IsNullOrEmpty(Weapon) ? null : rules.Weapons[Weapon.ToLowerInvariant()];
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EmptyWeaponInfo = string.IsNullOrEmpty(EmptyWeapon) ? null : rules.Weapons[EmptyWeapon.ToLowerInvariant()];
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}
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}
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public class Explodes : INotifyKilled
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@@ -55,15 +64,10 @@ namespace OpenRA.Mods.Common.Traits
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if (info.DeathType.Count > 0 && warhead != null && !warhead.DamageTypes.Overlaps(info.DeathType))
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return;
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var weaponName = ChooseWeaponForExplosion(self);
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if (string.IsNullOrEmpty(weaponName))
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var weapon = ChooseWeaponForExplosion(self);
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if (weapon == null)
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return;
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if (!e.Attacker.World.Map.Rules.Weapons.ContainsKey(weaponName.ToLowerInvariant()))
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throw new InvalidOperationException("Actor " + self.Info.Name
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+ ": Could not find weapon '" + weaponName.ToLowerInvariant() + "', check for typos.");
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var weapon = e.Attacker.World.Map.Rules.Weapons[weaponName.ToLowerInvariant()];
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if (weapon.Report != null && weapon.Report.Any())
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Game.Sound.Play(weapon.Report.Random(e.Attacker.World.SharedRandom), self.CenterPosition);
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@@ -71,11 +75,11 @@ namespace OpenRA.Mods.Common.Traits
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weapon.Impact(Target.FromPos(self.CenterPosition), e.Attacker, Enumerable.Empty<int>());
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}
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string ChooseWeaponForExplosion(Actor self)
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WeaponInfo ChooseWeaponForExplosion(Actor self)
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{
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var shouldExplode = self.TraitsImplementing<IExplodeModifier>().All(a => a.ShouldExplode(self));
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var useFullExplosion = self.World.SharedRandom.Next(100) <= info.LoadedChance;
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return (shouldExplode && useFullExplosion) ? info.Weapon : info.EmptyWeapon;
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return (shouldExplode && useFullExplosion) ? info.WeaponInfo : info.EmptyWeaponInfo;
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}
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}
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}
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@@ -10,6 +10,7 @@
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using System;
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using OpenRA.Effects;
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using OpenRA.GameRules;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Primitives;
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@@ -17,7 +18,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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class NukePowerInfo : SupportPowerInfo, Requires<BodyOrientationInfo>
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class NukePowerInfo : SupportPowerInfo, IRulesetLoaded, Requires<BodyOrientationInfo>
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{
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[WeaponReference]
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public readonly string MissileWeapon = "";
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@@ -51,7 +52,10 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Sequence the launching actor should play when activating this power.")]
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public readonly string ActivationSequence = "active";
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public WeaponInfo WeaponInfo { get; private set; }
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public override object Create(ActorInitializer init) { return new NukePower(init.Self, this); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai) { WeaponInfo = rules.Weapons[MissileWeapon.ToLowerInvariant()]; }
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}
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class NukePower : SupportPower
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@@ -82,7 +86,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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var targetPosition = self.World.Map.CenterOfCell(order.TargetLocation);
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var missile = new NukeLaunch(self.Owner, info.MissileWeapon,
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var missile = new NukeLaunch(self.Owner, info.MissileWeapon, info.WeaponInfo,
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self.CenterPosition + body.LocalToWorld(info.SpawnOffset),
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targetPosition,
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info.FlightVelocity, info.FlightDelay, info.SkipAscent,
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@@ -15,13 +15,20 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Throws particles when the actor is destroyed that do damage on impact.")]
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public class ThrowsShrapnelInfo : ITraitInfo
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public class ThrowsShrapnelInfo : ITraitInfo, IRulesetLoaded
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{
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[WeaponReference, FieldLoader.Require]
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public string[] Weapons = { };
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public int[] Pieces = { 3, 10 };
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public WDist[] Range = { WDist.FromCells(2), WDist.FromCells(5) };
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public WeaponInfo[] WeaponInfos { get; private set; }
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public object Create(ActorInitializer actor) { return new ThrowsShrapnel(this); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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WeaponInfos = Weapons.Select(w => rules.Weapons[w.ToLowerInvariant()]).ToArray();
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}
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}
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class ThrowsShrapnel : INotifyKilled
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@@ -35,9 +42,8 @@ namespace OpenRA.Mods.Common.Traits
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public void Killed(Actor self, AttackInfo attack)
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{
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foreach (var name in info.Weapons)
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foreach (var wep in info.WeaponInfos)
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{
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var wep = self.World.Map.Rules.Weapons[name.ToLowerInvariant()];
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var pieces = self.World.SharedRandom.Next(info.Pieces[0], info.Pieces[1]);
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var range = self.World.SharedRandom.Next(info.Range[0].Length, info.Range[1].Length);
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