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

@@ -144,6 +144,18 @@ namespace OpenRA.FileFormats
var parts = x.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries); var parts = x.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
return new int2(int.Parse(parts[0]), int.Parse(parts[1])); return new int2(int.Parse(parts[0]), int.Parse(parts[1]));
} }
else if (fieldType == typeof(float2))
{
var parts = x.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
float xx = 0;
float yy = 0;
float res;
if (float.TryParse(parts[0].Replace("%",""), out res))
xx = res * (parts[0].Contains( '%' ) ? 0.01f : 1f);
if (float.TryParse(parts[1].Replace("%",""), out res))
yy = res * (parts[1].Contains( '%' ) ? 0.01f : 1f);
return new float2(xx,yy);
}
UnknownFieldAction("[Type] {0}".F(x),fieldType); UnknownFieldAction("[Type] {0}".F(x),fieldType);
return null; return null;

View File

@@ -16,33 +16,32 @@ namespace OpenRA.Traits
{ {
public class ProductionInfo : ITraitInfo 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 readonly string[] Produces = { };
public virtual object Create(ActorInitializer init) { return new Production(this); } 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 class Production
{ {
public readonly List<Pair<float2, int2>> Spawns = new List<Pair<float2, int2>>();
public ProductionInfo Info; public ProductionInfo Info;
public Production(ProductionInfo info) public Production(ProductionInfo info)
{ {
Info = 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 move = newUnit.Trait<IMove>();
var facing = newUnit.TraitOrDefault<IFacing>(); var facing = newUnit.TraitOrDefault<IFacing>();
@@ -51,7 +50,7 @@ namespace OpenRA.Traits
var to = Util.CenterOfCell(exit); var to = Util.CenterOfCell(exit);
newUnit.CenterLocation = spawn; newUnit.CenterLocation = spawn;
if (facing != null) 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); self.World.Add(newUnit);
// Animate the spawn -> exit transition // Animate the spawn -> exit transition
@@ -95,16 +94,15 @@ namespace OpenRA.Traits
// Todo: remove assumption on Mobile; // Todo: remove assumption on Mobile;
// required for 3-arg CanEnterCell // required for 3-arg CanEnterCell
var mobile = newUnit.Trait<Mobile>(); var mobile = newUnit.Trait<Mobile>();
// Pick a spawn/exit point pair // Pick a spawn/exit point pair
// Todo: Reorder in a synced random way // 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; System.Console.WriteLine("here");
var spawn = self.CenterLocation + s.First; if (mobile.CanEnterCell(self.Location + s.ExitCell,self,true))
if (mobile.CanEnterCell(exit,self,true))
{ {
DoProduction(self, newUnit, exit, spawn); DoProduction(self, newUnit, s);
return true; return true;
} }
} }

View File

@@ -37,8 +37,7 @@ namespace OpenRA.Mods.Cnc
// Assume a single exit point for simplicity // Assume a single exit point for simplicity
var spawn = self.CenterLocation + Spawns.First().First; var exit = self.Info.Traits.WithInterface<ExitInfo>().First();
var exit = self.Location + Spawns.First().Second;
var rb = self.Trait<RenderBuilding>(); var rb = self.Trait<RenderBuilding>();
rb.PlayCustomAnimRepeating(self, "active"); rb.PlayCustomAnimRepeating(self, "active");
@@ -65,7 +64,7 @@ namespace OpenRA.Mods.Cnc
if (self.IsDead()) if (self.IsDead())
return; return;
rb.PlayCustomAnimRepeating(self, "idle"); rb.PlayCustomAnimRepeating(self, "idle");
self.World.AddFrameEndTask(ww => DoProduction(self, cargo.Unload(self), exit, spawn)); self.World.AddFrameEndTask(ww => DoProduction(self, cargo.Unload(self), exit));
})); }));
a.QueueActivity(new Fly(endPos)); a.QueueActivity(new Fly(endPos));
a.QueueActivity(new RemoveSelf()); a.QueueActivity(new RemoveSelf());

View File

@@ -44,8 +44,8 @@ namespace OpenRA.Mods.RA.Activities
if (res != null) if (res != null)
self.Trait<Helicopter>().reservation = res.Reserve(self); self.Trait<Helicopter>().reservation = res.Reserve(self);
var pi = dest.Trait<Production>(); var exit = dest.Info.Traits.WithInterface<ExitInfo>().FirstOrDefault();
var offset = pi != null ? pi.Spawns.First().First : float2.Zero; var offset = exit != null ? exit.SpawnOffset : float2.Zero;
return Util.SequenceActivities( return Util.SequenceActivities(
new HeliFly(dest.CenterLocation + offset), new HeliFly(dest.CenterLocation + offset),

View File

@@ -104,8 +104,8 @@ namespace OpenRA.Mods.RA
if (res != null) if (res != null)
reservation = res.Reserve(self); reservation = res.Reserve(self);
var pi = order.TargetActor.Trait<Production>(); var exit = order.TargetActor.Info.Traits.WithInterface<ExitInfo>().FirstOrDefault();
var offset = pi != null ? pi.Spawns.First().First : float2.Zero; var offset = exit != null ? exit.SpawnOffset : float2.Zero;
if (self.Owner == self.World.LocalPlayer) if (self.Owner == self.World.LocalPlayer)
self.World.AddFrameEndTask(w => self.World.AddFrameEndTask(w =>

View File

@@ -32,10 +32,10 @@ namespace OpenRA.Mods.RA
// Pick a spawn/exit point // Pick a spawn/exit point
// Todo: Reorder in a synced random way // 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 exit = self.Location + s.ExitCell;
var spawn = self.CenterLocation + s.First; var spawn = self.CenterLocation + s.SpawnOffset;
if (!self.World.WorldActor.Trait<UnitInfluence>().GetUnitsAt( exit ).Any()) if (!self.World.WorldActor.Trait<UnitInfluence>().GetUnitsAt( exit ).Any())
{ {
var newUnit = self.World.CreateActor( producee.Name, new TypeDictionary var newUnit = self.World.CreateActor( producee.Name, new TypeDictionary

View File

@@ -179,11 +179,15 @@ PYLE:
Range: 5 Range: 5
Bib: Bib:
RallyPoint: RallyPoint:
Production: Exit@1:
SpawnOffset: -10,2
ExitCell: 0,1
Exit@2:
SpawnOffset: 7,7
ExitCell: 1,1
Production:
Produces: Infantry Produces: Infantry
SpawnOffsets: -10,2, 7,7 ProductionQueue:
ExitCells: 0,1, 1,1
ProductionQueue@Vehicle:
Type: Infantry Type: Infantry
BuildSpeed: .4 BuildSpeed: .4
LowPowerSlowdown: 3 LowPowerSlowdown: 3
@@ -212,10 +216,11 @@ HAND:
Range: 5 Range: 5
Bib: Bib:
RallyPoint: RallyPoint:
Exit@1:
SpawnOffset: 12,24
ExitCell: 1,2
Production: Production:
Produces: Infantry Produces: Infantry
SpawnOffsets: 12,24
ExitCells:1,2
ProductionQueue@Infantry: ProductionQueue@Infantry:
Type: Infantry Type: Infantry
BuildSpeed: .4 BuildSpeed: .4
@@ -247,10 +252,11 @@ AFLD:
RallyPoint: RallyPoint:
RallyPoint: 4,2 RallyPoint: 4,2
BelowUnits: BelowUnits:
Exit@1:
SpawnOffset: -24,0
ExitCell: 3,1
ProductionAirdrop: ProductionAirdrop:
Produces: Vehicle Produces: Vehicle
SpawnOffsets: -24,0
ExitCells:3,1
ProductionQueue@Vehicle: ProductionQueue@Vehicle:
Type: Vehicle Type: Vehicle
BuildSpeed: .4 BuildSpeed: .4
@@ -283,10 +289,11 @@ WEAP:
RenderWarFactory: RenderWarFactory:
RallyPoint: RallyPoint:
RallyPoint: 0,3 RallyPoint: 0,3
Exit@1:
SpawnOffset: -8,-8
ExitCell: 0,2
Production: Production:
Produces: Vehicle Produces: Vehicle
SpawnOffsets: -8,-8
ExitCells: 0,2
ProductionQueue@Vehicle: ProductionQueue@Vehicle:
Type: Vehicle Type: Vehicle
BuildSpeed: .4 BuildSpeed: .4
@@ -396,9 +403,9 @@ HPAD:
RevealsShroud: RevealsShroud:
Range: 5 Range: 5
Bib: Bib:
Exit@1:
SpawnOffset: 0,-6
ReservableProduction: ReservableProduction:
SpawnOffsets: 0,-6
ExitCells: 0,0
Produces: Plane Produces: Plane
BelowUnits: BelowUnits:
Reservable: Reservable: