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);
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);
return null;

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
@@ -98,13 +97,12 @@ namespace OpenRA.Traits
// 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;
}
}

View File

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

View File

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

View File

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

View File

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

View File

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