Implement jumpjets.

This commit is contained in:
Paul Chote
2017-01-10 18:54:01 +00:00
parent 572c1cb89f
commit 5c77c0dc28
9 changed files with 220 additions and 1 deletions

View File

@@ -797,6 +797,7 @@
<Compile Include="Traits\World\TerrainTunnelLayer.cs" />
<Compile Include="Traits\World\TerrainTunnel.cs" />
<Compile Include="Traits\World\SubterraneanActorLayer.cs" />
<Compile Include="Traits\World\JumpjetActorLayer.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Target Name="AfterBuild">

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@@ -43,6 +43,7 @@ namespace OpenRA.Mods.Common.Traits
{
public const byte Tunnel = 1;
public const byte Subterranean = 2;
public const byte Jumpjet = 3;
}
[Desc("Unit is able to move.")]
@@ -115,6 +116,22 @@ namespace OpenRA.Mods.Common.Traits
public readonly string SubterraneanTransitionSound = null;
[Desc("Can this unit fly over obsticals?")]
public readonly bool Jumpjet = false;
[GrantedConditionReference]
[Desc("The condition to grant to self while flying.")]
public readonly string JumpjetCondition = null;
[Desc("Pathfinding cost for taking off or landing.")]
public readonly int JumpjetTransitionCost = 0;
[Desc("The terrain types that this actor can transition on. Leave empty to allow any.")]
public readonly HashSet<string> JumpjetTransitionTerrainTypes = new HashSet<string>();
[Desc("Can this actor transition on slopes?")]
public readonly bool JumpjetTransitionOnRamps = true;
public override object Create(ActorInitializer init) { return new Mobile(init, this); }
static object LoadSpeeds(MiniYaml y)
@@ -378,6 +395,7 @@ namespace OpenRA.Mods.Common.Traits
public SubCell FromSubCell, ToSubCell;
int tunnelToken = ConditionManager.InvalidConditionToken;
int subterraneanToken = ConditionManager.InvalidConditionToken;
int jumpjetToken = ConditionManager.InvalidConditionToken;
ConditionManager conditionManager;
[Sync] public int Facing
@@ -424,6 +442,12 @@ namespace OpenRA.Mods.Common.Traits
if (!string.IsNullOrEmpty(Info.SubterraneanTransitionSound))
Game.Sound.Play(SoundType.World, Info.SubterraneanTransitionSound);
}
// Grant the jumpjet condition as soon as the actor starts leaving the ground layer
// The condition is revoked from FinishedMoving
if (toCell.Layer == CustomMovementLayerType.Jumpjet && conditionManager != null &&
!string.IsNullOrEmpty(Info.JumpjetCondition) && jumpjetToken == ConditionManager.InvalidConditionToken)
jumpjetToken = conditionManager.GrantCondition(self, Info.JumpjetCondition);
}
public Mobile(ActorInitializer init, MobileInfo info)
@@ -699,6 +723,11 @@ namespace OpenRA.Mods.Common.Traits
public void FinishedMoving(Actor self)
{
// Need to check both fromCell and toCell because FinishedMoving is called multiple times during the move
// and that condition guarantees that this only runs when the unit has finished landing.
if (fromCell.Layer != CustomMovementLayerType.Jumpjet && toCell.Layer != CustomMovementLayerType.Jumpjet && jumpjetToken != ConditionManager.InvalidConditionToken)
jumpjetToken = conditionManager.RevokeCondition(self, jumpjetToken);
// Only make actor crush if it is on the ground
if (!self.IsAtGroundLevel())
return;

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@@ -45,7 +45,7 @@ namespace OpenRA.Mods.Common.Traits
return true;
// HACK: Workaround until we can generalize movement classes
if (mi.Subterranean)
if (mi.Subterranean || mi.Jumpjet)
return true;
return domainIndexes[movementClass].IsPassable(p1, p2);

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@@ -0,0 +1,103 @@
#region Copyright & License Information
/*
* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class JumpjetActorLayerInfo : ITraitInfo
{
[Desc("Terrain type of the airborne layer.")]
public readonly string TerrainType = "Jumpjet";
[Desc("Height offset relative to the smoothed terrain for movement.")]
public readonly WDist HeightOffset = new WDist(2304);
[Desc("Cell radius for smoothing adjacent cell heights.")]
public readonly int SmoothingRadius = 2;
public object Create(ActorInitializer init) { return new JumpjetActorLayer(init.Self, this); }
}
public class JumpjetActorLayer : ICustomMovementLayer
{
readonly Map map;
readonly byte terrainIndex;
readonly CellLayer<int> height;
public JumpjetActorLayer(Actor self, JumpjetActorLayerInfo info)
{
map = self.World.Map;
terrainIndex = self.World.Map.Rules.TileSet.GetTerrainIndex(info.TerrainType);
height = new CellLayer<int>(map);
foreach (var c in map.AllCells)
{
var neighbourCount = 0;
var neighbourHeight = 0;
for (var dy = -info.SmoothingRadius; dy <= info.SmoothingRadius; dy++)
{
for (var dx = -info.SmoothingRadius; dx <= info.SmoothingRadius; dx++)
{
var neighbour = c + new CVec(dx, dy);
if (!map.AllCells.Contains(neighbour))
continue;
neighbourCount++;
neighbourHeight += map.Height[neighbour];
}
}
height[c] = info.HeightOffset.Length + neighbourHeight * 512 / neighbourCount;
}
}
bool ICustomMovementLayer.EnabledForActor(ActorInfo a, MobileInfo mi) { return mi.Jumpjet; }
byte ICustomMovementLayer.Index { get { return CustomMovementLayerType.Jumpjet; } }
bool ICustomMovementLayer.InteractsWithDefaultLayer { get { return true; } }
WPos ICustomMovementLayer.CenterOfCell(CPos cell)
{
var pos = map.CenterOfCell(cell);
return pos + new WVec(0, 0, height[cell] - pos.Z);
}
bool ValidTransitionCell(CPos cell, MobileInfo mi)
{
var terrainType = map.GetTerrainInfo(cell).Type;
if (!mi.JumpjetTransitionTerrainTypes.Contains(terrainType) && mi.JumpjetTransitionTerrainTypes.Any())
return false;
if (mi.JumpjetTransitionOnRamps)
return true;
var tile = map.Tiles[cell];
var ti = map.Rules.TileSet.GetTileInfo(tile);
return ti == null || ti.RampType == 0;
}
int ICustomMovementLayer.EntryMovementCost(ActorInfo a, MobileInfo mi, CPos cell)
{
return ValidTransitionCell(cell, mi) ? mi.JumpjetTransitionCost : int.MaxValue;
}
int ICustomMovementLayer.ExitMovementCost(ActorInfo a, MobileInfo mi, CPos cell)
{
return ValidTransitionCell(cell, mi) ? mi.JumpjetTransitionCost : int.MaxValue;
}
byte ICustomMovementLayer.GetTerrainIndex(CPos cell)
{
return terrainIndex;
}
}
}

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@@ -77,6 +77,11 @@ JUMPJET:
VoiceSet: JumpJet
Mobile:
Speed: 56
Jumpjet: True
JumpjetTransitionCost: 100
JumpjetCondition: airborne
TerrainSpeeds:
Jumpjet: 110
Health:
HP: 120
Armor:
@@ -91,10 +96,71 @@ JUMPJET:
AttackFrontal:
Voice: Attack
WithInfantryBody:
RequiresCondition: !airborne
DefaultAttackSequence: attack
WithInfantryBody@flying:
RequiresCondition: airborne
DefaultAttackSequence: flying-attack
StandSequences: flying
MoveSequence: flying
-TakeCover:
Hovers:
RequiresCondition: airborne
ProducibleWithLevel:
Prerequisites: barracks.upgraded
Targetable:
RequiresCondition: !airborne && !inside-tunnel
Targetable@AIRBORNE:
TargetTypes: Air
RequiresCondition: airborne
SpawnActorOnDeath@airborne:
Actor: JUMPJET.Husk
RequiresCondition: airborne
DeathSounds@airborne:
RequiresCondition: airborne
WithDeathAnimation@normal:
RequiresCondition: !airborne
WithDeathAnimation@explosion:
RequiresCondition: !airborne
WithDeathAnimation@energy:
RequiresCondition: !airborne
WithDeathAnimation:
RequiresCondition: !airborne
DeathSounds@NORMAL:
RequiresCondition: !airborne
DeathSounds@EXPLOSION:
RequiresCondition: !airborne
DeathSounds@BURNED:
RequiresCondition: !airborne
DeathSounds@ZAPPED:
RequiresCondition: !airborne
SpawnActorOnDeath:
RequiresCondition: !airborne
SpawnActorOnDeath@FLAMEGUY:
RequiresCondition: !airborne
JUMPJET.Husk:
RenderSprites:
BodyOrientation:
QuantizedFacings: 1
Aircraft:
HiddenUnderFog:
Type: GroundPosition
AutoTargetIgnore:
ScriptTriggers:
Tooltip:
Name: Jumpjet Infantry
FallsToEarth:
Velocity: 86
Explosion:
Aircraft:
Speed: 186
CanHover: True
RenderSprites:
Image: jumpjet
AutoSelectionSize:
WithSpriteBody:
Sequence: die-falling
GHOST:
Inherits: ^Soldier

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@@ -61,6 +61,7 @@
ExitsDebugOverlayManager:
CliffBackImpassabilityLayer:
SubterraneanActorLayer:
JumpjetActorLayer:
World:
Inherits: ^BaseWorld

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@@ -359,10 +359,18 @@ jumpjet:
prone-stand:
Facings: 8
ShadowStart: 451
flying:
Facings: 8
Length: 6
Start: 292
ShadowStart: 743
die-twirling: # TODO: animation for falling from sky starts at 436
Start: 445
Length: 6
ShadowStart: 896
die-falling:
Start: 436
Length: 9
die-flying: # TODO: animation for falling from sky starts at 436
Start: 445
Length: 6
@@ -379,6 +387,11 @@ jumpjet:
Length: 6
Facings: 8
ShadowStart: 615
flying-attack:
Start: 388
Facings: 8
Length: 6
ShadowStart: 839
prone-attack:
Start: 212
Length: 6

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@@ -75,6 +75,9 @@ Terrain:
TerrainType@Subterranean:
Type: Subterranean
Color: C7C9FA
TerrainType@Jumpjet:
Type: Jumpjet
Color: C7C9FA
# Automatically generated. DO NOT EDIT!
Templates:

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@@ -75,6 +75,9 @@ Terrain:
TerrainType@Subterranean:
Type: Subterranean
Color: 745537
TerrainType@Jumpjet:
Type: Jumpjet
Color: 745537
# Automatically generated. DO NOT EDIT!
Templates: