infantry that sortof work

This commit is contained in:
Chris Forbes
2009-12-12 19:58:00 +13:00
parent 9482789efc
commit 5580424011
9 changed files with 83 additions and 99 deletions

View File

@@ -161,7 +161,7 @@
<Compile Include="Traits\Building.cs" /> <Compile Include="Traits\Building.cs" />
<Compile Include="Traits\Harvester.cs" /> <Compile Include="Traits\Harvester.cs" />
<Compile Include="Traits\Helicopter.cs" /> <Compile Include="Traits\Helicopter.cs" />
<Compile Include="Traits\InfantrySquad.cs" /> <Compile Include="Traits\RenderInfantry.cs" />
<Compile Include="Traits\McvDeploy.cs" /> <Compile Include="Traits\McvDeploy.cs" />
<Compile Include="Traits\Mobile.cs" /> <Compile Include="Traits\Mobile.cs" />
<Compile Include="Traits\Production.cs" /> <Compile Include="Traits\Production.cs" />

View File

@@ -27,10 +27,12 @@ namespace OpenRa.Game.Traits.Activities
return new Move( Target, Range ) { NextActivity = this }; return new Move( Target, Range ) { NextActivity = this };
var desiredFacing = Util.GetFacing((Target.Location - self.Location).ToFloat2(), 0); var desiredFacing = Util.GetFacing((Target.Location - self.Location).ToFloat2(), 0);
var renderUnit = self.traits.WithInterface<RenderUnit>().First(); var renderUnit = self.traits.WithInterface<RenderUnit>().FirstOrDefault();
var numDirs = (renderUnit != null)
? renderUnit.anim.CurrentSequence.Length : 8;
if (Util.QuantizeFacing(unit.Facing, renderUnit.anim.CurrentSequence.Length) if (Util.QuantizeFacing(unit.Facing, numDirs)
!= Util.QuantizeFacing(desiredFacing, renderUnit.anim.CurrentSequence.Length)) != Util.QuantizeFacing(desiredFacing, numDirs))
{ {
return new Turn( desiredFacing ) { NextActivity = this }; return new Turn( desiredFacing ) { NextActivity = this };
} }

View File

@@ -94,6 +94,9 @@ namespace OpenRa.Game.Traits
Game.world.Add(new Bullet(weaponName, self.Owner, self, Game.world.Add(new Bullet(weaponName, self.Owner, self,
firePos, target.CenterLocation.ToInt2())); firePos, target.CenterLocation.ToInt2()));
foreach (var na in self.traits.WithInterface<INotifyAttack>())
na.Attacking(self);
return true; return true;
} }

View File

@@ -1,92 +0,0 @@
using System.Collections.Generic;
using System.Linq;
using OpenRa.Game.GameRules;
using OpenRa.Game.Graphics;
namespace OpenRa.Game.Traits
{
class InfantrySquad : ITick, IRender
{
readonly List<Soldier> elements = new List<Soldier>();
readonly int2[][] elementOffsets = new []
{
new int2[] {},
new [] { new int2(0,0) },
new [] { new int2(-5,-5), new int2(5,5) },
new [] { new int2(-6,5), new int2(0, -5), new int2(6,4) }, /* todo: move squad arrangements ! */
};
public InfantrySquad(Actor self)
{
var ii = (InfantryInfo)self.Info;
for (int i = 0; i < ii.SquadSize; i++)
elements.Add(new Soldier(self.Info.Name,
self.CenterLocation.ToInt2() + elementOffsets[ii.SquadSize][i]));
}
public void Tick(Actor self)
{
for (int i = 0; i < elements.Count; i++)
elements[i].Tick(
self.CenterLocation.ToInt2() + elementOffsets[elements.Count][i], self);
}
public IEnumerable<Tuple<Sprite, float2, int>> Render(Actor self)
{
return elements.Select(
e => Util.Centered(self, e.anim.Image, e.location))
.OrderBy( a => a.b.Y ); /* important to y-order elements of a squad! */
}
}
class Soldier
{
public Animation anim;
public float2 location;
string name;
int facing = 128;
float speed;
string currentSequence;
void PlaySequence(string seq, bool isFacing)
{
if (currentSequence == seq) return;
if (isFacing)
anim.PlayFacing(seq, () => facing );
else
anim.PlayRepeatingPreservingPosition(seq);
currentSequence = seq;
}
public Soldier(string type, int2 initialLocation)
{
name = type;
anim = new Animation(type);
anim.PlayFacing("stand", () => facing);
location = initialLocation;
speed = ((InfantryInfo)Rules.UnitInfo[name]).Speed / 2;
}
public void Tick( int2 desiredLocation, Actor self )
{
anim.Tick();
var d = (desiredLocation - location);
facing = /*Util.GetFacing(d, facing); */ self.traits.Get<Unit>().Facing;
if (float2.WithinEpsilon(d, float2.Zero, .1f))
PlaySequence("stand", true);
else
PlaySequence("run-" + Util.QuantizeFacing(facing, 8), false);
if (d.Length <= speed)
location = desiredLocation;
else
location += (speed / d.Length) * d;
}
}
}

View File

@@ -0,0 +1,61 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.Graphics;
namespace OpenRa.Game.Traits
{
class RenderInfantry : RenderSimple, INotifyAttack
{
public RenderInfantry(Actor self)
: base(self)
{
anim.PlayFacing("stand",
() => self.traits.Get<Unit>().Facing);
}
bool ChooseMoveAnim(Actor self)
{
if (!(self.GetCurrentActivity() is Activities.Move))
return false;
var mobile = self.traits.Get<Mobile>();
if (float2.WithinEpsilon(self.CenterLocation, Util.CenterOfCell(mobile.toCell), 2)) return false;
var dir = Util.QuantizeFacing(self.traits.Get<Unit>().Facing, 8);
if (anim.CurrentSequence.Name.StartsWith("run-"))
anim.ReplaceAnim("run-" + dir);
else
anim.PlayRepeating("run-" + dir);
return true;
}
bool inAttack = false;
public void Attacking(Actor self)
{
var dir = Util.QuantizeFacing(self.traits.Get<Unit>().Facing, 8);
inAttack = true;
anim.PlayThen("shoot-" + dir, () => inAttack = false);
}
public override void Tick(Actor self)
{
base.Tick(self);
if (inAttack) return;
if (ChooseMoveAnim(self)) return;
/* todo: idle anims, etc */
anim.PlayFacing("stand",
() => self.traits.Get<Unit>().Facing);
}
public override IEnumerable<Tuple<Sprite, float2, int>> Render(Actor self)
{
yield return Util.Centered(self, anim.Image, self.CenterLocation);
}
}
}

View File

@@ -18,4 +18,5 @@ namespace OpenRa.Game.Traits
} }
interface IProducer { bool Produce( Actor self, UnitInfo producee ); } interface IProducer { bool Produce( Actor self, UnitInfo producee ); }
interface IOccupySpace { IEnumerable<int2> OccupiedCells(); } interface IOccupySpace { IEnumerable<int2> OccupiedCells(); }
interface INotifyAttack { void Attacking(Actor self); }
} }

View File

@@ -105,8 +105,9 @@ namespace OpenRa.Game.Traits
if( unit == null ) return int2.Zero; /* things that don't have a rotating base don't need the turrets repositioned */ if( unit == null ) return int2.Zero; /* things that don't have a rotating base don't need the turrets repositioned */
var ru = self.traits.WithInterface<RenderUnit>().FirstOrDefault(); var ru = self.traits.WithInterface<RenderUnit>().FirstOrDefault();
var numDirs = (ru != null) ? ru.anim.CurrentSequence.Length : 8;
var bodyFacing = unit.Facing; var bodyFacing = unit.Facing;
var quantizedFacing = QuantizeFacing(bodyFacing, ru.anim.CurrentSequence.Length) * (256 / ru.anim.CurrentSequence.Length); var quantizedFacing = QuantizeFacing(bodyFacing, numDirs) * (256 / numDirs);
return (RotateVectorByFacing(new float2(offset[0], offset[1]), quantizedFacing, .7f) + GetRecoil(self, recoil)) return (RotateVectorByFacing(new float2(offset[0], offset[1]), quantizedFacing, .7f) + GetRecoil(self, recoil))
+ new float2(offset.ElementAtOrDefault(2), offset.ElementAtOrDefault(3)); + new float2(offset.ElementAtOrDefault(2), offset.ElementAtOrDefault(3));

View File

@@ -407,6 +407,14 @@
<sequence name="run-5" start="46" length="6" /> <sequence name="run-5" start="46" length="6" />
<sequence name="run-6" start="52" length="6" /> <sequence name="run-6" start="52" length="6" />
<sequence name="run-7" start="58" length="6" /> <sequence name="run-7" start="58" length="6" />
<sequence name="shoot-0" start="64" length="8" />
<sequence name="shoot-1" start="72" length="8" />
<sequence name="shoot-2" start="80" length="8" />
<sequence name="shoot-3" start="88" length="8" />
<sequence name="shoot-4" start="96" length="8" />
<sequence name="shoot-5" start="104" length="8" />
<sequence name="shoot-6" start="112" length="8" />
<sequence name="shoot-7" start="120" length="8" />
</unit> </unit>
<unit name="e6"> <unit name="e6">
<sequence name="stand" start="0" length="8" /> <sequence name="stand" start="0" length="8" />

View File

@@ -463,13 +463,13 @@ BuiltAt=KENN
Voice=DogVoice Voice=DogVoice
[E1] [E1]
Description=Rifle Infantry Description=Rifle Infantry
Traits=Unit, Mobile, InfantrySquad Traits=Unit, Mobile, RenderInfantry, AttackBase
SquadSize=3 SquadSize=3
[E2] [E2]
Description=Grenadier Description=Grenadier
[E3] [E3]
Description=Rocket Soldier Description=Rocket Soldier
Traits=Unit, Mobile, InfantrySquad Traits=Unit, Mobile, RenderInfantry, AttackBase
SquadSize=2 SquadSize=2
[E4] [E4]
Description=Flamethrower Description=Flamethrower