Tidy production exits, cnc only

This commit is contained in:
Paul Chote
2010-09-01 20:22:06 +12:00
parent dca5f8d27b
commit 4e0ace6ec5
7 changed files with 59 additions and 43 deletions

View File

@@ -16,33 +16,32 @@ namespace OpenRA.Traits
{
public class ProductionInfo : ITraitInfo
{
public readonly float[] SpawnOffsets; // in px relative to CenterLocation
public readonly int[] ExitCells; // in cells relative to TopLeft, supports a list for multiple exits
public readonly string[] Produces = { };
public virtual object Create(ActorInitializer init) { return new Production(this); }
}
public class ExitInfo : TraitInfo<Exit>
{
public readonly float2 SpawnOffset = float2.Zero; // in px relative to CenterLocation
public readonly int2 ExitCell = int2.Zero; // in cells relative to TopLeft
public readonly int Facing = -1;
}
public class Exit {}
public class Production
{
public readonly List<Pair<float2, int2>> Spawns = new List<Pair<float2, int2>>();
{
public ProductionInfo Info;
public Production(ProductionInfo info)
{
Info = info;
if (info.SpawnOffsets == null || info.ExitCells == null)
return;
if (info.SpawnOffsets.Length != info.ExitCells.Length)
throw new System.InvalidOperationException("SpawnOffset, ExitCells length mismatch");
for (int i = 0; i < info.ExitCells.Length; i+=2)
Spawns.Add(Pair.New(new float2(info.SpawnOffsets[i],info.SpawnOffsets[i+1]), new int2(info.ExitCells[i], info.ExitCells[i+1])));
}
public void DoProduction(Actor self, Actor newUnit, int2 exit, float2 spawn)
public void DoProduction(Actor self, Actor newUnit, ExitInfo exitinfo)
{
var exit = self.Location + exitinfo.ExitCell;
var spawn = self.CenterLocation + exitinfo.SpawnOffset;
var move = newUnit.Trait<IMove>();
var facing = newUnit.TraitOrDefault<IFacing>();
@@ -51,7 +50,7 @@ namespace OpenRA.Traits
var to = Util.CenterOfCell(exit);
newUnit.CenterLocation = spawn;
if (facing != null)
facing.Facing = Util.GetFacing(to - spawn, facing.Facing);
facing.Facing = exitinfo.Facing < 0 ? Util.GetFacing(to - spawn, facing.Facing) : exitinfo.Facing;
self.World.Add(newUnit);
// Animate the spawn -> exit transition
@@ -95,16 +94,15 @@ namespace OpenRA.Traits
// Todo: remove assumption on Mobile;
// required for 3-arg CanEnterCell
var mobile = newUnit.Trait<Mobile>();
// Pick a spawn/exit point pair
// Todo: Reorder in a synced random way
foreach (var s in Spawns)
foreach (var s in self.Info.Traits.WithInterface<ExitInfo>())
{
var exit = self.Location + s.Second;
var spawn = self.CenterLocation + s.First;
if (mobile.CanEnterCell(exit,self,true))
System.Console.WriteLine("here");
if (mobile.CanEnterCell(self.Location + s.ExitCell,self,true))
{
DoProduction(self, newUnit, exit, spawn);
DoProduction(self, newUnit, s);
return true;
}
}