Implemented: Stances

Added: Basic stances (Aggressive, Guard (Hold Ground), Hold Fire, None (dummy), Return Fire)
Added: WorldCommandWidget (to be able to set said stances)
Added: WorldCommandWidget to ra (cnc will follow, later on)
Changed: Added support to AttackBase for firing with movement disabled + utility method ScanForTarget (used by stances)
Added: AssignUnitStance (attach this to unit-producing actors, together with what stances can be picked as 'default')
This commit is contained in:
geckosoft
2010-11-11 04:28:11 +01:00
committed by Bob
parent 6d67ab2240
commit 6b40abb58c
18 changed files with 640 additions and 29 deletions

View File

@@ -20,16 +20,24 @@ namespace OpenRA.Mods.RA.Activities
{
Target Target;
int Range;
bool AllowMovement;
public Attack(Target target, int range)
public Attack(Target target, int range, bool allowMovement)
{
Target = target;
Range = range;
AllowMovement = allowMovement;
}
public Attack(Target target, int range) : this(target, range, true)
{
}
public override IActivity Tick( Actor self )
{
var attack = self.Trait<AttackBase>();
var ret = InnerTick( self, attack );
attack.IsAttacking = ( ret == this );
return ret;
@@ -42,8 +50,8 @@ namespace OpenRA.Mods.RA.Activities
if (!Target.IsValid)
return NextActivity;
if (!Combat.IsInRange( self.CenterLocation, Range, Target))
return Util.SequenceActivities( self.Trait<Mobile>().MoveWithinRange( Target, Range ), this );
if (!Combat.IsInRange(self.CenterLocation, Range, Target))
return (AllowMovement) ? Util.SequenceActivities(self.Trait<Mobile>().MoveWithinRange(Target, Range), this) : NextActivity;
var desiredFacing = Util.GetFacing(Target.CenterLocation - self.CenterLocation, 0);
var renderUnit = self.TraitOrDefault<RenderUnit>();

View File

@@ -22,7 +22,7 @@ namespace OpenRA.Mods.RA.Air
{
public AttackHeli(Actor self, AttackHeliInfo info) : base(self, info) { }
protected override IActivity GetAttackActivity(Actor self, Target newTarget)
protected override IActivity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
{
return new HeliAttack( newTarget );
}

View File

@@ -22,7 +22,7 @@ namespace OpenRA.Mods.RA.Air
{
public AttackPlane(Actor self, AttackPlaneInfo info) : base(self, info) { }
protected override IActivity GetAttackActivity(Actor self, Target newTarget)
protected override IActivity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
{
return new FlyAttack( newTarget );
}

View File

@@ -147,9 +147,10 @@ namespace OpenRA.Mods.RA
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Attack")
if (order.OrderString == "Attack" || order.OrderString == "AttackHold")
{
self.QueueActivity(order.Queued, GetAttackActivity(self, Target.FromOrder(order)));
bool allowMove = order.OrderString == "Attack";
self.QueueActivity(order.Queued, GetAttackActivity(self, Target.FromOrder(order), allowMove));
if (self.Owner == self.World.LocalPlayer)
self.World.AddFrameEndTask(w =>
@@ -163,24 +164,29 @@ namespace OpenRA.Mods.RA
if (order.TargetActor != null) line.SetTarget(self, Target.FromOrder(order), Color.Red);
else line.SetTarget(self, Target.FromOrder(order), Color.Red);
});
}
else
return;
} // else not an attack order
// StopAttack order cancels the current activity IF it is an attack one
if (order.OrderString == "StopAttack")
{
target = Target.None;
/* hack */
if (self.HasTrait<Turreted>() && self.Info.Traits.Get<AttackBaseInfo>().AlignIdleTurrets)
self.Trait<Turreted>().desiredFacing = null;
if (self.GetCurrentActivity() is Activities.Attack)
self.GetCurrentActivity().Cancel(self);
}
target = Target.None;
/* hack */
if (self.HasTrait<Turreted>() && self.Info.Traits.Get<AttackBaseInfo>().AlignIdleTurrets)
self.Trait<Turreted>().desiredFacing = null;
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return (order.OrderString == "Attack") ? "Attack" : null;
return (order.OrderString == "Attack" || order.OrderString == "AttackHold") ? "Attack" : null;
}
protected abstract IActivity GetAttackActivity(Actor self, Target newTarget);
protected abstract IActivity GetAttackActivity(Actor self, Target newTarget, bool allowMove);
public bool HasAnyValidWeapons(Target t) { return Weapons.Any(w => w.IsValidAgainst(self.World, t)); }
public float GetMaximumRange() { return Weapons.Max(w => w.Info.Range); }
@@ -188,26 +194,30 @@ namespace OpenRA.Mods.RA
public Weapon ChooseWeaponForTarget(Target t) { return Weapons.FirstOrDefault(w => w.IsValidAgainst(self.World, t)); }
public void AttackTarget(Actor self, Actor target, bool allowMovement)
{
AttackTarget(self, target, allowMovement, false);
}
public void AttackTarget(Actor self, Actor target, bool allowMovement, bool holdStill)
{
var attack = self.Trait<AttackBase>();
if (target != null)
{
if (allowMovement)
attack.ResolveOrder(self, new Order("Attack", self, target, false));
attack.ResolveOrder(self, new Order((holdStill) ? "AttackHold" : "Attack", self, target, false));
else
attack.target = Target.FromActor(target); // for turreted things on rails.
}
}
public void ScanAndAttack(Actor self, bool allowMovement)
public void ScanAndAttack(Actor self, bool allowMovement, bool holdStill)
{
if (--nextScanTime <= 0)
{
var attack = self.Trait<AttackBase>();
var range = attack.GetMaximumRange();
var targetActor = ScanForTarget(self);
if (!attack.target.IsValid || !Combat.IsInRange( self.CenterLocation, range, attack.target ))
AttackTarget(self, ChooseTarget(self, range), allowMovement);
if (targetActor != null)
AttackTarget(self, targetActor, allowMovement, holdStill);
var info = self.Info.Traits.Get<AttackBaseInfo>();
nextScanTime = (int)(25 * (info.ScanTimeAverage +
@@ -215,6 +225,22 @@ namespace OpenRA.Mods.RA
}
}
public Actor ScanForTarget(Actor self)
{
var attack = self.Trait<AttackBase>();
var range = attack.GetMaximumRange();
if ((!attack.target.IsValid || self.IsIdle) || !Combat.IsInRange(self.CenterLocation, range, attack.target))
return ChooseTarget(self, range);
return null;
}
public void ScanAndAttack(Actor self, bool allowMovement)
{
ScanAndAttack(self, allowMovement, false);
}
Actor ChooseTarget(Actor self, float range)
{
var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);

View File

@@ -40,12 +40,12 @@ namespace OpenRA.Mods.RA
return true;
}
protected override IActivity GetAttackActivity(Actor self, Target newTarget)
protected override IActivity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
{
var weapon = ChooseWeaponForTarget(newTarget);
if( weapon == null )
return null;
return new Activities.Attack(newTarget, Math.Max(0, (int)weapon.Info.Range));
return new Activities.Attack(newTarget, Math.Max(0, (int)weapon.Info.Range), allowMove);
}
}
}

View File

@@ -40,12 +40,12 @@ namespace OpenRA.Mods.RA
self.QueueActivity(new Leap(self, target));
}
protected override IActivity GetAttackActivity(Actor self, Target newTarget)
protected override IActivity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
{
var weapon = ChooseWeaponForTarget(newTarget);
if( weapon == null )
return null;
return new Activities.Attack(newTarget, Math.Max(0, (int)weapon.Info.Range));
return new Activities.Attack(newTarget, Math.Max(0, (int)weapon.Info.Range), allowMove);
}
}
}

View File

@@ -38,7 +38,7 @@ namespace OpenRA.Mods.RA
DoAttack(self, target);
}
protected override IActivity GetAttackActivity(Actor self, Target newTarget)
protected override IActivity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
{
return new SetTarget( newTarget );
}

View File

@@ -46,7 +46,7 @@ namespace OpenRA.Mods.RA
DoAttack( self, target );
}
protected override IActivity GetAttackActivity(Actor self, Target newTarget)
protected override IActivity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
{
return new AttackActivity( newTarget );
}

View File

@@ -59,6 +59,7 @@
<Compile Include="Activities\Demolish.cs" />
<Compile Include="Activities\Enter.cs" />
<Compile Include="Activities\EnterTransport.cs" />
<Compile Include="UnitStances\UnitStanceAggressive.cs" />
<Compile Include="Air\Fly.cs" />
<Compile Include="Air\FlyAttack.cs" />
<Compile Include="Air\FlyTimed.cs" />
@@ -80,6 +81,7 @@
<Compile Include="Activities\Turn.cs" />
<Compile Include="Activities\UnloadCargo.cs" />
<Compile Include="Activities\Wait.cs" />
<Compile Include="UnitStances\UnitStance.cs" />
<Compile Include="AttackBase.cs" />
<Compile Include="AttackMove.cs" />
<Compile Include="BaseBuilding.cs" />
@@ -94,6 +96,11 @@
<Compile Include="Buildings\Sell.cs" />
<Compile Include="Buildings\TechTree.cs" />
<Compile Include="Buildings\Util.cs" />
<Compile Include="UnitStances\AssignUnitStance.cs" />
<Compile Include="UnitStances\UnitStanceHoldFire.cs" />
<Compile Include="UnitStances\UnitStanceNone.cs" />
<Compile Include="UnitStances\UnitStanceReturnFire.cs" />
<Compile Include="UnitStances\UnitStanceGuard.cs" />
<Compile Include="Valued.cs" />
<Compile Include="Combat.cs" />
<Compile Include="Player\SurrenderOnDisconnect.cs" />
@@ -252,6 +259,7 @@
<Compile Include="Widgets\PowerBinWidget.cs" />
<Compile Include="Widgets\RadarBinWidget.cs" />
<Compile Include="Widgets\SpecialPowerBinWidget.cs" />
<Compile Include="Widgets\WorldCommandWidget.cs" />
<Compile Include="Widgets\WorldTooltipWidget.cs" />
<Compile Include="WithMuzzleFlash.cs" />
<Compile Include="WithShadow.cs" />

View File

@@ -0,0 +1,29 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.UnitStances
{
public class AssignUnitStanceInfo : TraitInfo<AssignUnitStance>
{
}
public class AssignUnitStance : INotifyProduction
{
public void UnitProduced(Actor self, Actor other, int2 exit)
{
var stance = UnitStance.GetActive(self);
if (stance == null)
return;
var target = other.TraitsImplementing<UnitStance>().Where(t => t.GetType() == stance.GetType()).FirstOrDefault();
if (target == null)
return;
target.Activate(other);
}
}
}

View File

@@ -0,0 +1,218 @@
using System;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public interface IUnitStance
{
bool Active { get; set; }
bool IsDefault { get; }
void Activate(Actor self);
void Deactivate(Actor self);
}
public class UnitStanceInfo : ITraitInfo
{
public readonly bool Default;
#region ITraitInfo Members
public virtual object Create(ActorInitializer init)
{
throw new Exception("Do not use UnitStance at the rules!");
}
#endregion
}
public abstract class UnitStance : IUnitStance, ITick
{
public int NextScantime;
public int ScanDelay = 12; // 2x - second
private bool _unsetFirstTick;
public UnitStanceInfo Info { get; protected set; }
public bool IsFirstTick { get; private set; }
public bool IsScanAvailable
{
get
{
NextScantime--;
if (NextScantime <= 0)
{
NextScantime = ScanDelay;
return true;
}
return false;
}
}
#region ITick Members
public virtual void Tick(Actor self)
{
if (!Active) return;
if (IsFirstTick && _unsetFirstTick)
{
IsFirstTick = false;
_unsetFirstTick = false;
}
else if (IsFirstTick)
{
_unsetFirstTick = true;
OnFirstTick(self);
}
if (IsScanAvailable)
{
OnScan(self);
}
}
#endregion
#region IUnitStance Members
public bool Active { get; set; }
public virtual bool IsDefault
{
get { return Info.Default; }
}
public virtual void Activate(Actor self)
{
if (Active) return;
Active = true;
IsFirstTick = true;
NextScantime = 0;
_unsetFirstTick = false;
DeactivateOthers(self);
}
public virtual void Deactivate(Actor self)
{
if (Active)
{
Active = false;
}
}
#endregion
public virtual void DeactivateOthers(Actor self)
{
DeactivateOthers(self, this);
}
public static bool IsActive<T>(Actor self) where T : UnitStance
{
var stance = self.TraitOrDefault<T>();
return stance != null && stance.Active;
}
public static void ActivateDefault(Actor self)
{
if (!self.TraitsImplementing<IUnitStance>().Where(t => t.IsDefault).Any())
{
// deactive all of them as a default if nobody has a default
DeactivateOthers(self, null);
return;
}
self.TraitsImplementing<IUnitStance>().Where(t => t.IsDefault).First().Activate(self);
}
public static void DeactivateOthers(Actor self, IUnitStance stance)
{
self.TraitsImplementing<IUnitStance>().Where(t => t != stance).Do(t => t.Deactivate(self));
}
public static bool ReturnFire(Actor self, AttackInfo e, bool allowActivity, bool allowTargetSwitch, bool holdStill)
{
if (!self.IsIdle && !allowActivity) return false;
if (e.Attacker.Destroyed) return false;
var attack = self.TraitOrDefault<AttackBase>();
// this unit cannot fight back at all (no guns)
if (attack == null) return false;
// if attacking already and force was used, return (ie to respond to attacks while moving around)
if (attack.IsAttacking && (!allowTargetSwitch)) return false;
// don't fight back if we dont have the guns to do so
if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker))) return false;
// don't retaliate against allies
if (self.Owner.Stances[e.Attacker.Owner] == Stance.Ally) return false;
// don't retaliate against healers
if (e.Damage < 0) return false;
// perform the attack
AttackTarget(self, e.Attacker, holdStill);
return true;
}
public static bool ReturnFire(Actor self, AttackInfo e, bool allowActivity, bool allowTargetSwitch)
{
return ReturnFire(self, e, allowActivity, allowTargetSwitch, false);
}
public static bool ReturnFire(Actor self, AttackInfo e, bool allowActivity)
{
return ReturnFire(self, e, allowActivity, false);
}
public static UnitStance GetActive(Actor self)
{
return self.TraitsImplementing<UnitStance>().Where(t => t.Active).FirstOrDefault();
}
public static void AttackTarget(Actor self, Actor target, bool holdStill)
{
var attack = self.Trait<AttackBase>();
if (attack != null && target != null)
{
self.World.IssueOrder(new Order((holdStill) ? "AttackHold" : "Attack", self, target, false));
}
}
public static void StopAttack(Actor self)
{
self.World.IssueOrder(new Order("StopAttack", self, self, false));
}
/// <summary>
/// Called when on the first tick after the stance has been activated
/// </summary>
/// <param name="self"></param>
protected virtual void OnScan(Actor self)
{
}
/// <summary>
/// Called when on the first tick after the stance has been activated
/// </summary>
/// <param name="self"></param>
protected virtual void OnFirstTick(Actor self)
{
}
public static Actor ScanForTarget(Actor self)
{
return self.Trait<AttackBase>().ScanForTarget(self);
}
}
}

View File

@@ -0,0 +1,56 @@
using System;
using System.Drawing;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class UnitStanceAggressiveInfo : UnitStanceInfo
{
public override object Create(ActorInitializer init) { return new UnitStanceAggressive(init.self, this); }
}
/// <summary>
/// Inherits the Return Fire damage handler!
/// </summary>
public class UnitStanceAggressive : UnitStance, INotifyDamage, ISelectionColorModifier
{
public UnitStanceAggressive(Actor self, UnitStanceAggressiveInfo info)
{
Info = info;
Active = (self.World.LocalPlayer == self.Owner || (self.Owner.IsBot && Game.IsHost)) ? Info.Default : false;
}
protected override void OnScan(Actor self)
{
if (!self.IsIdle) return;
if (!self.HasTrait<AttackBase>()) return;
var target = ScanForTarget(self);
if (target == null)
return;
AttackTarget(self, target, false);
}
protected override void OnFirstTick(Actor self)
{
if (!self.HasTrait<AttackBase>()) return;
if (self.Trait<AttackBase>().IsAttacking)
StopAttack(self);
}
public virtual void Damaged(Actor self, AttackInfo e)
{
if (!Active) return;
if (!self.HasTrait<AttackBase>()) return;
ReturnFire(self, e, false); // only triggers when standing still
}
public Color GetSelectionColorModifier(Actor self, Color defaultColor)
{
return Active ? Color.Red : defaultColor;
}
}
}

View File

@@ -0,0 +1,54 @@
using System;
using System.Drawing;
using OpenRA.Mods.RA.Move;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class UnitStanceGuardInfo : UnitStanceInfo
{
public override object Create(ActorInitializer init) { return new UnitStanceGuard(init.self, this); }
}
public class UnitStanceGuard : UnitStance, INotifyDamage, ISelectionColorModifier
{
public UnitStanceGuard(Actor self, UnitStanceGuardInfo info)
{
Info = info;
Active = (self.World.LocalPlayer == self.Owner || (self.Owner.IsBot && Game.IsHost)) ? Info.Default : false;
}
protected override void OnScan(Actor self)
{
if (!self.IsIdle) return;
if (!self.HasTrait<AttackBase>()) return;
var target = ScanForTarget(self);
if (target == null)
return;
AttackTarget(self, target, true);
}
protected override void OnFirstTick(Actor self)
{
if (!self.HasTrait<AttackBase>()) return;
if (self.Trait<AttackBase>().IsAttacking)
StopAttack(self);
}
public void Damaged(Actor self, AttackInfo e)
{
if (!Active) return;
if (!self.HasTrait<AttackBase>()) return;
ReturnFire(self, e, false, false, true); // only triggers when standing still
}
public virtual Color GetSelectionColorModifier(Actor self, Color defaultColor)
{
return Active ? Color.Yellow : defaultColor;
}
}
}

View File

@@ -0,0 +1,38 @@
using System;
using System.Drawing;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class UnitStanceHoldFireInfo : UnitStanceInfo
{
public override object Create(ActorInitializer init) { return new UnitStanceHoldFire(init.self, this); }
}
/// <summary>
/// Hold Fire
///
/// Will not perform any attacks automaticly
/// </summary>
public class UnitStanceHoldFire : UnitStance, ISelectionColorModifier
{
public UnitStanceHoldFire(Actor self, UnitStanceHoldFireInfo info)
{
Info = info;
Active = (self.World.LocalPlayer == self.Owner || (self.Owner.IsBot && Game.IsHost)) ? Info.Default : false;
}
protected override void OnFirstTick(Actor self)
{
if (!self.HasTrait<AttackBase>()) return;
if (self.Trait<AttackBase>().IsAttacking)
StopAttack(self);
}
public Color GetSelectionColorModifier(Actor self, Color defaultColor)
{
return Active ? Color.SpringGreen : defaultColor;
}
}
}

View File

@@ -0,0 +1,21 @@
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class UnitStanceNoneInfo : ITraitInfo
{
public readonly bool Default = false;
public object Create(ActorInitializer init) { return new UnitStanceNone(init.self, this); }
}
public class UnitStanceNone : UnitStance
{
public readonly UnitStanceNoneInfo Info;
public UnitStanceNone(Actor self, UnitStanceNoneInfo info)
{
Info = info;
Active = (self.World.LocalPlayer == self.Owner || (self.Owner.IsBot && Game.IsHost)) ? Info.Default : false;
}
}
}

View File

@@ -0,0 +1,38 @@
using System;
using System.Drawing;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class UnitStanceReturnFireInfo : UnitStanceInfo
{
public override object Create(ActorInitializer init) { return new UnitStanceReturnFire(init.self, this); }
}
/// <summary>
/// Return Fire
///
/// Will fire only when fired upon
/// </summary>
public class UnitStanceReturnFire : UnitStance, INotifyDamage, ISelectionColorModifier
{
public UnitStanceReturnFire(Actor self, UnitStanceReturnFireInfo info)
{
Info = info;
Active = (self.World.LocalPlayer == self.Owner || (self.Owner.IsBot && Game.IsHost)) ? Info.Default : false;
}
public void Damaged(Actor self, AttackInfo e)
{
if (!Active) return;
if (!self.HasTrait<AttackBase>()) return;
ReturnFire(self, e, false); // only triggers when standing still
}
public Color GetSelectionColorModifier(Actor self, Color defaultColor)
{
return Active ? Color.Orange : defaultColor;
}
}
}

View File

@@ -0,0 +1,110 @@
using System;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Network;
using OpenRA.Orders;
using OpenRA.Widgets;
namespace OpenRA.Mods.RA.Widgets
{
public class WorldCommandWidget : Widget
{
public World World { get { return OrderManager.world; } }
public char AttackMoveKey = 'a';
public char GuardKey = 'g'; // (G)uard
// public char DefensiveKey = 'd'; // (D)efensive
public char AggressiveKey = 'a'; // (A)ggressive
public char ReturnFireKey = 'r'; // (R)eturn Fire
public char HoldFire = 'h'; // (h)old fire
public readonly OrderManager OrderManager;
[ObjectCreator.UseCtor]
public WorldCommandWidget([ObjectCreator.Param] OrderManager orderManager )
{
OrderManager = orderManager;
}
public override void DrawInner(WorldRenderer wr)
{
}
public override string GetCursor(int2 pos)
{
return null;
}
public override bool HandleKeyPressInner(KeyInput e)
{
if (World == null) return false;
if (World.LocalPlayer == null) return false;
return ProcessInput(e);
}
private bool ProcessInput(KeyInput e)
{
// command: AttackMove
if (e.KeyChar == AttackMoveKey && e.Modifiers == Modifiers.None)
{
return PerformAttackMove();
}
// command: GuardStance
if (e.KeyChar == GuardKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
{
return EnableStance<UnitStanceGuard>();
}
// command: AggressiveStance
if (e.KeyChar == AggressiveKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
{
return EnableStance<UnitStanceAggressive>();
}
// stance: Return Fire
// description: Fires only when fired upon, stops firing if no longer under attack
if (e.KeyChar == ReturnFireKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
{
return EnableStance<UnitStanceReturnFire>();
}
// stance: Hold Fire
// description: Prevents attacking (ie no autotarget is being done)
if (e.KeyChar == HoldFire && (e.Modifiers.HasModifier(Modifiers.Alt)))
{
return EnableStance<UnitStanceHoldFire>();
}
return false;
}
private bool EnableStance<T>() where T : UnitStance
{
if (World.Selection.Actors.Count() == 0)
return false;
var traits =
World.Selection.Actors.Where(a => !a.Destroyed && a.Owner == World.LocalPlayer && a.TraitOrDefault<T>() != null && !UnitStance.IsActive<T>(a)).
Select(a => new Pair<Actor, T>(a, a.TraitOrDefault<T>()) );
World.AddFrameEndTask(w => traits.Do(p => p.Second.Activate(p.First)));
return traits.Any();
}
private bool PerformAttackMove()
{
if (World.Selection.Actors.Count() > 0)
{
World.OrderGenerator = new GenericSelectTarget(World.Selection.Actors, "AttackMove", "attackmove", MouseButton.Right);
return true;
}
return false;
}
}
}

View File

@@ -13,6 +13,11 @@ Container@INGAME_ROOT:
Y:0
Width:WINDOW_RIGHT
Height:WINDOW_BOTTOM
WorldCommand:
X:0
Y:0
Width:WINDOW_RIGHT
Height:WINDOW_BOTTOM
Timer@GAME_TIMER:
Id:GAME_TIMER
X: WINDOW_RIGHT/2