Moves Attack, Armament, Move, Air traits and activities as well as anything required by them to Mods.Common.

Extracts Exit from Production into its own trait.
This commit is contained in:
reaperrr
2015-01-01 18:08:08 +01:00
parent 158517c09f
commit 654f56c5d5
113 changed files with 255 additions and 244 deletions

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#region Copyright & License Information
/*
* Copyright 2007-2014 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Mods.Common.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...")]
public class ExitInfo : TraitInfo<Exit>
{
[Desc("Offset at which that the exiting actor is spawned")]
public readonly WVec SpawnOffset = WVec.Zero;
[Desc("Cell offset where the exiting actor enters the ActorMap")]
public readonly CVec ExitCell = CVec.Zero;
public readonly int Facing = -1;
[Desc("AttackMove to a RallyPoint or stay where you are spawned.")]
public readonly bool MoveIntoWorld = true;
}
public class Exit { }
}

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#region Copyright & License Information
/*
* Copyright 2007-2014 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. For more information,
* see COPYING.
*/
#endregion
using System;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Reserve landing places for aircraft.")]
class ReservableInfo : TraitInfo<Reservable> { }
public class Reservable : ITick, INotifyKilled, INotifyOwnerChanged, INotifySold
{
Actor reservedFor;
Aircraft reservedForAircraft;
public void Tick(Actor self)
{
if (reservedFor == null)
return; /* nothing to do */
if (!Target.FromActor(reservedFor).IsValidFor(self))
reservedFor = null; /* not likely to arrive now. */
}
public IDisposable Reserve(Actor self, Actor forActor, Aircraft forAircraft)
{
reservedFor = forActor;
reservedForAircraft = forAircraft;
// NOTE: we really dont care about the GC eating DisposableActions that apply to a world *other* than
// the one we're playing in.
return new DisposableAction(
() => { reservedFor = null; reservedForAircraft = null; },
() => Game.RunAfterTick(
() => { if (Game.IsCurrentWorld(self.World)) throw new InvalidOperationException(
"Attempted to finalize an undisposed DisposableAction. {0} ({1}) reserved {2} ({3})"
.F(forActor.Info.Name, forActor.ActorID, self.Info.Name, self.ActorID)); }));
}
public static bool IsReserved(Actor a)
{
var res = a.TraitOrDefault<Reservable>();
return res != null && res.reservedFor != null;
}
public void Killed(Actor self, AttackInfo e)
{
if (reservedForAircraft != null)
reservedForAircraft.UnReserve();
}
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
if (reservedForAircraft != null)
reservedForAircraft.UnReserve();
}
public void Selling(Actor self) { Sold(self); }
public void Sold(Actor self)
{
if (reservedForAircraft != null)
reservedForAircraft.UnReserve();
}
}
}