added AttackTurreted.

This commit is contained in:
Bob
2009-10-18 23:51:00 +13:00
parent 62207efbd9
commit 5f2d89fd63
8 changed files with 144 additions and 54 deletions

View File

@@ -45,9 +45,15 @@ namespace OpenRa.Game
case "1tnk": case "1tnk":
case "2tnk": case "2tnk":
case "3tnk": case "3tnk":
case "4tnk": case "4tnk":
traits.Add( new Traits.Mobile( this ) );
traits.Add( new Traits.Turreted( this ) );
traits.Add( new Traits.AttackTurreted( this ) );
traits.Add( new Traits.RenderUnitTurreted( this ) );
break;
case "mrj": case "mrj":
case "mgg": case "mgg":
// TODO: these aren't actually turreted; they just have spinning-things
traits.Add( new Traits.Mobile( this ) ); traits.Add( new Traits.Mobile( this ) );
traits.Add( new Traits.Turreted( this ) ); traits.Add( new Traits.Turreted( this ) );
traits.Add( new Traits.RenderUnitTurreted( this ) ); traits.Add( new Traits.RenderUnitTurreted( this ) );

View File

@@ -47,8 +47,8 @@ namespace OpenRa.Game
game.PlaySound(Weapon.Report + ".aud", false); game.PlaySound(Weapon.Report + ".aud", false);
t += dt; t += dt;
if (t > TotalTime()) //if (t > TotalTime())
t = 0; /* temporary! loop the bullet forever */ // t = 0; /* temporary! loop the bullet forever */
} }
public IEnumerable<Pair<Sprite, float2>> Render() public IEnumerable<Pair<Sprite, float2>> Render()

View File

@@ -6,7 +6,7 @@ using OpenRa.TechTree;
namespace OpenRa.Game namespace OpenRa.Game
{ {
using GRegion = OpenRa.Game.Graphics.Region; using GRegion = OpenRa.Game.Graphics.Region;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
class MainWindow : Form class MainWindow : Form
@@ -22,9 +22,9 @@ using System.Runtime.InteropServices;
return new Size(settings.GetValue("width", desktopResolution.Width), return new Size(settings.GetValue("width", desktopResolution.Width),
settings.GetValue("height", desktopResolution.Height)); settings.GetValue("height", desktopResolution.Height));
} }
[DllImport("user32")] [DllImport("user32")]
static extern int ShowCursor([MarshalAs(UnmanagedType.Bool)] bool visible); static extern int ShowCursor([MarshalAs(UnmanagedType.Bool)] bool visible);
public MainWindow(Settings settings) public MainWindow(Settings settings)
@@ -33,11 +33,11 @@ using System.Runtime.InteropServices;
FileSystem.Mount(new Package("redalert.mix")); FileSystem.Mount(new Package("redalert.mix"));
FileSystem.Mount(new Package("conquer.mix")); FileSystem.Mount(new Package("conquer.mix"));
FileSystem.Mount(new Package("hires.mix")); FileSystem.Mount(new Package("hires.mix"));
FileSystem.Mount(new Package("general.mix")); FileSystem.Mount(new Package("general.mix"));
FileSystem.Mount(new Package("local.mix")); FileSystem.Mount(new Package("local.mix"));
FileSystem.Mount(new Package("sounds.mix")); FileSystem.Mount(new Package("sounds.mix"));
FileSystem.Mount(new Package("speech.mix")); FileSystem.Mount(new Package("speech.mix"));
FileSystem.Mount(new Package("allies.mix")); FileSystem.Mount(new Package("allies.mix"));
FileSystem.Mount(new Package("russian.mix")); FileSystem.Mount(new Package("russian.mix"));
FormBorderStyle = FormBorderStyle.None; FormBorderStyle = FormBorderStyle.None;
@@ -52,22 +52,25 @@ using System.Runtime.InteropServices;
game = new Game(settings.GetValue("map", "scg11eb.ini"), renderer, new int2(ClientSize)); game = new Game(settings.GetValue("map", "scg11eb.ini"), renderer, new int2(ClientSize));
SequenceProvider.ForcePrecache(); SequenceProvider.ForcePrecache();
Traits.RenderBuilding.Prefetch(); Traits.RenderBuilding.Prefetch();
game.world.Add( new Actor( "mcv", new int2( 5, 5 ), game.players[ 3 ]) ); game.world.Add( new Actor( "mcv", new int2( 5, 5 ), game.players[ 3 ]) );
game.world.Add( new Actor( "mcv", new int2( 7, 5 ), game.players[ 2 ] ) ); game.world.Add( new Actor( "mcv", new int2( 7, 5 ), game.players[ 2 ] ) );
game.world.Add( new Actor( "mcv", new int2( 9, 5 ), game.players[ 0 ] ) ); game.world.Add( new Actor( "mcv", new int2( 9, 5 ), game.players[ 0 ] ) );
game.world.Add( new Actor( "jeep", new int2( 9, 7 ), game.players[ 1 ] ) ); var jeep = new Actor( "jeep", new int2( 9, 7 ), game.players[ 1 ] );
game.world.Add( jeep );
game.world.Add(new Bullet("105mm", game.players[1], null, var tank = new Actor( "3tnk", new int2( 12, 7 ), game.players[ 1 ] );
new int2(200, 200), new int2(400, 200), game)); game.world.Add( tank );
tank.traits.Get<Traits.AttackTurreted>().target = jeep;
sidebar = new Sidebar(renderer, game); sidebar = new Sidebar(renderer, game);
renderer.BuildPalette(game.map);
ShowCursor(false);
renderer.BuildPalette(game.map); game.world.ResetTimer();
ShowCursor(false);
} }
internal void Run() internal void Run()
@@ -76,9 +79,9 @@ using System.Runtime.InteropServices;
{ {
game.Tick(); game.Tick();
// rude hack // rude hack
game.viewport.cursor = (game.controller.orderGenerator is UnitOrderGenerator) game.viewport.cursor = (game.controller.orderGenerator is UnitOrderGenerator)
&& (game.controller.orderGenerator as UnitOrderGenerator).selection.Count > 0 && (game.controller.orderGenerator as UnitOrderGenerator).selection.Count > 0
? OpenRa.Game.Cursor.Move : OpenRa.Game.Cursor.Default; ? OpenRa.Game.Cursor.Move : OpenRa.Game.Cursor.Default;
Application.DoEvents(); Application.DoEvents();

View File

@@ -126,6 +126,7 @@
<Compile Include="TerrainCosts.cs" /> <Compile Include="TerrainCosts.cs" />
<Compile Include="Graphics\TerrainRenderer.cs" /> <Compile Include="Graphics\TerrainRenderer.cs" />
<Compile Include="Graphics\TreeCache.cs" /> <Compile Include="Graphics\TreeCache.cs" />
<Compile Include="Traits\AttackTurreted.cs" />
<Compile Include="Traits\Building.cs" /> <Compile Include="Traits\Building.cs" />
<Compile Include="Traits\McvDeploy.cs" /> <Compile Include="Traits\McvDeploy.cs" />
<Compile Include="Traits\Mobile.cs" /> <Compile Include="Traits\Mobile.cs" />

View File

@@ -0,0 +1,62 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRa.Game.Traits
{
class AttackTurreted : ITick
{
public Actor target;
// time (in frames) until each weapon can fire again.
int primaryFireDelay = 0;
int secondaryFireDelay = 0;
public AttackTurreted( Actor self )
{
self.traits.Get<Turreted>();
}
public void Tick( Actor self, Game game, int dt )
{
if( primaryFireDelay > 0 )
--primaryFireDelay;
if( secondaryFireDelay > 0 )
--secondaryFireDelay;
if( target == null )
return;
var mobile = self.traits.Get<Mobile>();
var turreted = self.traits.Get<Turreted>();
turreted.desiredFacing = mobile.GetFacing( target.Location - self.Location );
if( turreted.desiredFacing != turreted.turretFacing )
return;
if( self.unitInfo.Primary != null && CheckFire( self, game, self.unitInfo.Primary, ref primaryFireDelay ) )
{
secondaryFireDelay = Math.Max( 4, secondaryFireDelay );
return;
}
if( self.unitInfo.Secondary != null && CheckFire( self, game, self.unitInfo.Secondary, ref secondaryFireDelay ) )
return;
}
bool CheckFire( Actor self, Game game, string weaponName, ref int fireDelay )
{
if( fireDelay > 0 )
return false;
var weapon = Rules.WeaponInfo[ weaponName ];
var d = target.Location - self.Location;
if( weapon.Range * weapon.Range < d.X * d.X + d.Y * d.Y )
return false;
// FIXME: rules specifies ROF in 1/15 sec units; ticks are 1/25 sec
fireDelay = weapon.ROF;
game.world.Add( new Bullet( weaponName, self.Owner, self, self.CenterLocation.ToInt2(), target.CenterLocation.ToInt2(), game ) );
return true;
}
}
}

View File

@@ -35,7 +35,8 @@ namespace OpenRa.Game.Traits
static float2[] fvecs = Util.MakeArray<float2>(32, static float2[] fvecs = Util.MakeArray<float2>(32,
i => -float2.FromAngle(i / 16.0f * (float)Math.PI) * new float2(1f, 1.3f)); i => -float2.FromAngle(i / 16.0f * (float)Math.PI) * new float2(1f, 1.3f));
int GetFacing(float2 d) // TODO: move this somewhere more appropriate, now that AttackTurreted uses it.
public int GetFacing(float2 d)
{ {
if (float2.WithinEpsilon(d, float2.Zero, 0.001f)) if (float2.WithinEpsilon(d, float2.Zero, 0.001f))
return facing; return facing;

View File

@@ -5,18 +5,30 @@ using System.Text;
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits
{ {
class Turreted : ITick // temporary. class Turreted : ITick
{ {
public int turretFacing = Game.CellSize; public int turretFacing = 0;
public int? desiredFacing;
public Turreted(Actor self) public Turreted(Actor self)
{ {
} }
// temporary.
public void Tick(Actor self, Game game, int dt) public void Tick(Actor self, Game game, int dt)
{ {
turretFacing = (turretFacing + 1) % 32; // TODO: desiredFacing should follow the base unit's facing only when not in combat.
// also, we want to be able to use this for GUN; avoid referencing Mobile.
var df = desiredFacing ?? self.traits.Get<Mobile>().facing;
if( turretFacing != desiredFacing )
{
var leftTurn = ( 32 + turretFacing - desiredFacing ) % 32;
var rightTurn = ( 32 + desiredFacing - turretFacing ) % 32;
if( leftTurn > rightTurn )
turretFacing = ( turretFacing + 1 ) % 32;
else
turretFacing = ( turretFacing + 31 ) % 32;
}
} }
} }
} }

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@@ -1,53 +1,58 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Windows.Forms; using System.Windows.Forms;
using OpenRa.Game.Graphics; using OpenRa.Game.Graphics;
namespace OpenRa.Game namespace OpenRa.Game
{ {
class World class World
{ {
List<Actor> actors = new List<Actor>(); List<Actor> actors = new List<Actor>();
List<Bullet> bullets = new List<Bullet>(); List<Bullet> bullets = new List<Bullet>();
List<Action<World>> frameEndActions = new List<Action<World>>(); List<Action<World>> frameEndActions = new List<Action<World>>();
readonly Game game; readonly Game game;
int lastTime = Environment.TickCount; int lastTime = Environment.TickCount;
const int timestep = 40; const int timestep = 40;
public World(Game game) { this.game = game; } public World(Game game) { this.game = game; }
public void Add(Actor a) { actors.Add(a); ActorAdded(a); } public void Add(Actor a) { actors.Add(a); ActorAdded(a); }
public void Remove(Actor a) { actors.Remove(a); ActorRemoved(a); } public void Remove(Actor a) { actors.Remove(a); ActorRemoved(a); }
public void Add(Bullet b) { bullets.Add(b); } public void Add(Bullet b) { bullets.Add(b); }
public void Remove(Bullet b) { bullets.Remove(b); } public void Remove(Bullet b) { bullets.Remove(b); }
public void AddFrameEndTask( Action<World> a ) { frameEndActions.Add( a ); } public void AddFrameEndTask( Action<World> a ) { frameEndActions.Add( a ); }
public event Action<Actor> ActorAdded = _ => { };
public event Action<Actor> ActorRemoved = _ => { };
public event Action<Actor> ActorAdded = _ => { }; public void ResetTimer()
public event Action<Actor> ActorRemoved = _ => { }; {
lastTime = Environment.TickCount;
}
public void Update() public void Update()
{ {
int t = Environment.TickCount; int t = Environment.TickCount;
int dt = t - lastTime; int dt = t - lastTime;
if( dt >= timestep ) if( dt >= timestep )
{ {
lastTime += timestep; lastTime += timestep;
foreach( var a in actors ) foreach( var a in actors )
a.Tick(game, timestep); a.Tick(game, timestep);
foreach (var b in bullets) foreach (var b in bullets)
b.Tick(game, timestep); b.Tick(game, timestep);
Renderer.waterFrame += 0.00125f * timestep; Renderer.waterFrame += 0.00125f * timestep;
} }
foreach (Action<World> a in frameEndActions) a(this); foreach (Action<World> a in frameEndActions) a(this);
frameEndActions.Clear(); frameEndActions.Clear();
} }
public IEnumerable<Actor> Actors { get { return actors; } } public IEnumerable<Actor> Actors { get { return actors; } }
public IEnumerable<Bullet> Bullets { get { return bullets; } } public IEnumerable<Bullet> Bullets { get { return bullets; } }
} }
} }