sub stays uncloaked for 2s; submarine/cloak traits merged, since they do the same thing

This commit is contained in:
Chris Forbes
2010-05-19 18:39:08 +12:00
parent 56ec24a84e
commit 5c7838bafa
6 changed files with 33 additions and 100 deletions

View File

@@ -292,7 +292,6 @@
<Compile Include="Traits\World\ScreenShaker.cs" /> <Compile Include="Traits\World\ScreenShaker.cs" />
<Compile Include="Traits\LineBuild.cs" /> <Compile Include="Traits\LineBuild.cs" />
<Compile Include="Traits\World\Theater.cs" /> <Compile Include="Traits\World\Theater.cs" />
<Compile Include="Traits\Cloak.cs" />
<Compile Include="Widgets\WidgetLoader.cs" /> <Compile Include="Widgets\WidgetLoader.cs" />
<Compile Include="Widgets\ButtonWidget.cs" /> <Compile Include="Widgets\ButtonWidget.cs" />
<Compile Include="Widgets\Widget.cs" /> <Compile Include="Widgets\Widget.cs" />

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@@ -1,82 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it 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.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
namespace OpenRA.Traits
{
class CloakInfo : ITraitInfo
{
public readonly float CloakDelay = 1.2f; // Seconds
public readonly string CloakSound = "appear1.aud";
public readonly string UncloakSound = "appear1.aud";
public object Create(Actor self) { return new Cloak(self); }
}
class Cloak : IRenderModifier, INotifyAttack, ITick
{
[Sync]
int remainingUncloakTime = 2; /* setup for initial cloak */
Actor self;
public Cloak(Actor self)
{
this.self = self;
}
public void Attacking(Actor self)
{
if (remainingUncloakTime <= 0)
OnCloak();
remainingUncloakTime = (int)(self.Info.Traits.Get<CloakInfo>().CloakDelay * 25);
}
public IEnumerable<Renderable>
ModifyRender(Actor self, IEnumerable<Renderable> rs)
{
if (remainingUncloakTime > 0)
return rs;
if (self.Owner == self.World.LocalPlayer)
return rs.Select(a => a.WithPalette("shadow"));
else
return new Renderable[] { };
}
public void Tick(Actor self)
{
if (remainingUncloakTime > 0)
if (--remainingUncloakTime <= 0)
OnUncloak();
}
void OnCloak()
{
Sound.Play(self.Info.Traits.Get<CloakInfo>().CloakSound, self.CenterLocation);
}
void OnUncloak()
{
Sound.Play(self.Info.Traits.Get<CloakInfo>().UncloakSound, self.CenterLocation);
}
}
}

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@@ -23,31 +23,33 @@ using System.Linq;
namespace OpenRA.Traits namespace OpenRA.Traits
{ {
class SubmarineInfo : ITraitInfo class CloakInfo : ITraitInfo
{ {
public readonly float SubmergeDelay = 1.2f; // Seconds public readonly float InitialDelay = .4f; // seconds
public readonly string SubmergeSound = "subshow1.aud"; public readonly float CloakDelay = 1.2f; // Seconds
public readonly string SurfaceSound = "subshow1.aud"; public readonly string CloakSound = "subshow1.aud";
public object Create(Actor self) { return new Submarine(self); } public readonly string UncloakSound = "subshow1.aud";
public object Create(Actor self) { return new Cloak(self); }
} }
class Submarine : IRenderModifier, INotifyAttack, ITick, INotifyDamage class Cloak : IRenderModifier, INotifyAttack, ITick, INotifyDamage
{ {
[Sync] [Sync]
int remainingSurfaceTime = 2; /* setup for initial dive */ int remainingTime;
Actor self; Actor self;
public Submarine(Actor self) public Cloak(Actor self)
{ {
remainingTime = (int)(self.Info.Traits.Get<CloakInfo>().InitialDelay * 25);
this.self = self; this.self = self;
} }
void DoSurface() void DoSurface()
{ {
if (remainingSurfaceTime <= 0) if (remainingTime <= 0)
OnSurface(); OnSurface();
remainingSurfaceTime = (int)(self.Info.Traits.Get<SubmarineInfo>().SubmergeDelay * 25); remainingTime = (int)(self.Info.Traits.Get<CloakInfo>().CloakDelay * 25);
} }
public void Attacking(Actor self) { DoSurface(); } public void Attacking(Actor self) { DoSurface(); }
@@ -56,7 +58,7 @@ namespace OpenRA.Traits
public IEnumerable<Renderable> public IEnumerable<Renderable>
ModifyRender(Actor self, IEnumerable<Renderable> rs) ModifyRender(Actor self, IEnumerable<Renderable> rs)
{ {
if (remainingSurfaceTime > 0) if (remainingTime > 0)
return rs; return rs;
if (self.Owner == self.World.LocalPlayer) if (self.Owner == self.World.LocalPlayer)
@@ -67,19 +69,21 @@ namespace OpenRA.Traits
public void Tick(Actor self) public void Tick(Actor self)
{ {
if (remainingSurfaceTime > 0) if (remainingTime > 0)
if (--remainingSurfaceTime <= 0) if (--remainingTime <= 0)
OnDive(); OnDive();
} }
void OnSurface() void OnSurface()
{ {
Sound.Play(self.Info.Traits.Get<SubmarineInfo>().SurfaceSound, self.CenterLocation); Sound.Play(self.Info.Traits.Get<CloakInfo>().UncloakSound, self.CenterLocation);
} }
void OnDive() void OnDive()
{ {
Sound.Play(self.Info.Traits.Get<SubmarineInfo>().SubmergeSound, self.CenterLocation); Sound.Play(self.Info.Traits.Get<CloakInfo>().CloakSound, self.CenterLocation);
} }
public bool Cloaked { get { return remainingTime > 0; } }
} }
} }

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@@ -114,7 +114,11 @@ MSUB:
PrimaryWeapon: SubSCUD PrimaryWeapon: SubSCUD
FireDelay: 2 FireDelay: 2
RenderUnit: RenderUnit:
Submarine: Cloak:
InitialDelay: .4
CloakDelay: 2.0
CloakSound: subshow1.aud
UncloakSound: subshow1.aud
Chronoshiftable: Chronoshiftable:
SHOK: SHOK:

View File

@@ -375,6 +375,10 @@ STNK:
Sight: 4 Sight: 4
Speed: 15 Speed: 15
Cloak: Cloak:
InitialDelay: .4
CloakDelay: 2.0
CloakSound: appear1.aud
UncloakSound: appear1.aud
Mobile: Mobile:
MovementType: Track MovementType: Track
AttackBase: AttackBase:

View File

@@ -392,7 +392,11 @@ SS:
WaterBound: yes WaterBound: yes
TargetType: Sub TargetType: Sub
RenderUnit: RenderUnit:
Submarine: Cloak:
InitialDelay: .4
CloakDelay: 2.0
CloakSound: subshow1.aud
UncloakSound: subshow1.aud
AttackBase: AttackBase:
PrimaryWeapon: TorpTube PrimaryWeapon: TorpTube
FireDelay: 2 FireDelay: 2