Cloak trait now implements IRenderModifier, so we can compose cloaking with pretty much anything.

This commit is contained in:
Chris Forbes
2009-12-17 16:31:22 +13:00
parent 997ddecc03
commit 605f8aa960
7 changed files with 59 additions and 59 deletions

View File

@@ -73,7 +73,9 @@ namespace OpenRa.Game
public IEnumerable<Tuple<Sprite, float2, int>> Render()
{
return traits.WithInterface<IRender>().SelectMany( x => x.Render( this ) );
var mods = traits.WithInterface<IRenderModifier>();
var sprites = traits.WithInterface<IRender>().SelectMany(x => x.Render(this));
return mods.Aggregate(sprites, (m, p) => p.ModifyRender(this, m));
}
public Order Order( int2 xy, MouseInput mi )

View File

@@ -56,7 +56,7 @@ namespace OpenRa.Game
{
var projectile = Rules.ProjectileInfo[weapon.Projectile];
if (projectile.ASW && target.traits.Contains<RenderSubmarine>()) return true;
if (projectile.ASW && target.traits.Contains<Cloak>()) return true;
if (projectile.AA && target.traits.Contains<Helicopter>()) return true;
if (projectile.UnderWater && !target.Info.WaterBound) return false;
return projectile.AG;

View File

@@ -175,7 +175,7 @@
<Compile Include="Traits\RenderBuildingTurreted.cs" />
<Compile Include="Traits\RenderBuildingWarFactory.cs" />
<Compile Include="Traits\RenderSimple.cs" />
<Compile Include="Traits\RenderSubmarine.cs" />
<Compile Include="Traits\Cloak.cs" />
<Compile Include="Traits\RenderUnit.cs" />
<Compile Include="Traits\RenderUnitMuzzleFlash.cs" />
<Compile Include="Traits\RenderUnitReload.cs" />

View File

@@ -0,0 +1,50 @@
using System.Collections.Generic;
using System.Linq;
using OpenRa.Game.Graphics;
namespace OpenRa.Game.Traits
{
class Cloak : IRenderModifier, INotifyAttack, ITick
{
int remainingSurfaceTime = 2; /* setup for initial dive */
public Cloak(Actor self) {}
public void Attacking(Actor self)
{
if (remainingSurfaceTime <= 0)
OnSurface();
remainingSurfaceTime = (int)(Rules.General.SubmergeDelay * 60 * 25);
}
public IEnumerable<Tuple<Sprite, float2, int>>
ModifyRender(Actor self, IEnumerable<Tuple<Sprite, float2, int>> rs)
{
if (remainingSurfaceTime > 0)
return rs;
if (self.Owner == Game.LocalPlayer)
return rs.Select(a => Tuple.New(a.a, a.b, 8));
else
return new Tuple<Sprite, float2, int>[] { };
}
public void Tick(Actor self)
{
if (remainingSurfaceTime > 0)
if (--remainingSurfaceTime <= 0)
OnDive();
}
void OnSurface()
{
Sound.Play("subshow1.aud");
}
void OnDive()
{
Sound.Play("subshow1.aud"); /* is this the right sound?? */
}
}
}

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@@ -1,54 +0,0 @@
using System.Collections.Generic;
using OpenRa.Game.Graphics;
namespace OpenRa.Game.Traits
{
class RenderSubmarine : RenderSimple, INotifyAttack, ITick
{
int remainingSurfaceTime = 2; /* setup for initial dive */
public RenderSubmarine(Actor self)
: base(self)
{
anim.PlayFacing("idle", () => self.traits.Get<Unit>().Facing);
}
public void Attacking(Actor self)
{
if (remainingSurfaceTime <= 0)
OnSurface();
remainingSurfaceTime = (int)(Rules.General.SubmergeDelay * 60 * 25);
}
public override IEnumerable<Tuple<Sprite, float2, int>> Render(Actor self)
{
var s = Util.Centered(self, anim.Image, self.CenterLocation);
if (remainingSurfaceTime <= 0)
{
s.c = 8; /* shadow only palette */
if (self.Owner != Game.LocalPlayer)
yield break; /* can't see someone else's submerged subs */
}
yield return s;
}
public override void Tick(Actor self)
{
base.Tick(self);
if (remainingSurfaceTime > 0)
if (--remainingSurfaceTime <= 0)
OnDive();
}
void OnSurface()
{
Sound.Play("subshow1.aud");
}
void OnDive()
{
Sound.Play("subshow1.aud"); /* is this the right sound?? */
}
}
}

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@@ -9,7 +9,7 @@ namespace OpenRa.Game.Traits
interface ITick { void Tick(Actor self); }
interface IRender { IEnumerable<Tuple<Sprite, float2, int>> Render(Actor self); }
interface INotifyDamage { void Damaged(Actor self, DamageState ds); }
interface INotifyDamageEx : INotifyDamage { void Damaged(Actor self, int damage, WarheadInfo warhead); }
interface INotifyDamageEx { void Damaged(Actor self, int damage, WarheadInfo warhead); }
interface INotifyBuildComplete { void BuildingComplete (Actor self); }
interface IOrder
{
@@ -19,4 +19,6 @@ namespace OpenRa.Game.Traits
interface IProducer { bool Produce( Actor self, UnitInfo producee ); }
interface IOccupySpace { IEnumerable<int2> OccupiedCells(); }
interface INotifyAttack { void Attacking(Actor self); }
interface IRenderModifier { IEnumerable<Tuple<Sprite, float2, int>>
ModifyRender( Actor self, IEnumerable<Tuple<Sprite, float2, int>> r ); }
}

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@@ -94,7 +94,7 @@ PT
Description=Submarine
WaterBound=yes
BuiltAt=spen
Traits=Unit, Mobile, RenderSubmarine, AttackBase
Traits=Unit, Mobile, RenderUnit, Cloak, AttackBase
FireDelay=2
[DD]
Description=Destroyer