Implement ground-level bridge destruction and repair.

This commit is contained in:
Paul Chote
2016-11-11 19:07:12 +00:00
parent 1101218962
commit 69e3c538d9
15 changed files with 648 additions and 156 deletions

View File

@@ -56,7 +56,6 @@
<ItemGroup>
<Compile Include="Activities\VoxelHarvesterDockSequence.cs" />
<Compile Include="SpriteLoaders\TmpTSLoader.cs" />
<Compile Include="Traits\Buildings\GroundLevelBridge.cs" />
<Compile Include="Traits\Buildings\TiberianSunRefinery.cs" />
<Compile Include="Traits\Render\WithDockingOverlay.cs" />
<Compile Include="Traits\Render\WithPermanentInjury.cs" />

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@@ -1,70 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2016 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.Collections.Generic;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.TS.Traits
{
[Desc("Bridge actor that can't be passed underneath.")]
class GroundLevelBridgeInfo : ITraitInfo, Requires<BuildingInfo>
{
public readonly string TerrainType = "Bridge";
public object Create(ActorInitializer init) { return new GroundLevelBridge(init.Self, this); }
}
class GroundLevelBridge : INotifyAddedToWorld, INotifyRemovedFromWorld
{
readonly GroundLevelBridgeInfo info;
readonly IEnumerable<CPos> cells;
public GroundLevelBridge(Actor self, GroundLevelBridgeInfo info)
{
this.info = info;
var buildingInfo = self.Info.TraitInfo<BuildingInfo>();
cells = FootprintUtils.PathableTiles(self.Info.Name, buildingInfo, self.Location);
}
void UpdateTerrain(Actor self, byte terrainIndex)
{
foreach (var cell in cells)
self.World.Map.CustomTerrain[cell] = terrainIndex;
var domainIndex = self.World.WorldActor.TraitOrDefault<DomainIndex>();
if (domainIndex != null)
domainIndex.UpdateCells(self.World, cells);
}
void INotifyAddedToWorld.AddedToWorld(Actor self)
{
var tileSet = self.World.Map.Rules.TileSet;
var terrainIndex = tileSet.GetTerrainIndex(info.TerrainType);
UpdateTerrain(self, terrainIndex);
}
void KillUnitsOnBridge(Actor self)
{
foreach (var c in cells)
foreach (var a in self.World.ActorMap.GetActorsAt(c))
if (a.Info.HasTraitInfo<IPositionableInfo>() && !a.Trait<IPositionable>().CanEnterCell(c))
a.Kill(self);
}
void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
{
UpdateTerrain(self, byte.MaxValue);
KillUnitsOnBridge(self);
}
}
}