Smarter unit spawn logic. Fixes #3496.

This commit is contained in:
Paul Chote
2013-07-12 20:21:55 +12:00
parent 2091a386fb
commit 7376cccf4d
8 changed files with 106 additions and 35 deletions

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@@ -22,6 +22,7 @@ namespace OpenRA.FileFormats
public bool Playable = false;
public string Bot = null;
public bool DefaultStartingUnits = false;
public string StartingUnitsClass;
public bool AllowBots = true;
public bool Required = false;

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@@ -92,6 +92,7 @@ namespace OpenRA.Network
public bool Dedicated;
public string Difficulty;
public bool Crates = true;
public string StartingUnitsClass = "default";
public bool AllowVersionMismatch;
}

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@@ -0,0 +1,32 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 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 OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class MPStartUnitsInfo : TraitInfo<MPStartUnits>
{
public readonly string Class = "default";
public readonly string[] Races = { };
public readonly string BaseActor = null;
public readonly string[] SupportActors = { };
[Desc("Inner radius for spawning support actors")]
public readonly int InnerSupportRadius = 2;
[Desc("Outer radius for spawning support actors")]
public readonly int OuterSupportRadius = 4;
}
public class MPStartUnits { }
}

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@@ -458,6 +458,7 @@
<Compile Include="Widgets\ResourceBarWidget.cs" />
<Compile Include="Widgets\Logic\SimpleTooltipLogic.cs" />
<Compile Include="World\DomainIndex.cs" />
<Compile Include="MPStartUnits.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">

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@@ -1,6 +1,6 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* Copyright 2007-2013 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,
@@ -8,45 +8,74 @@
*/
#endregion
using System;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Mods.RA.Move;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class SpawnMPUnitsInfo : ITraitInfo, Requires<MPStartLocationsInfo>
public class SpawnMPUnitsInfo : TraitInfo<SpawnMPUnits>, Requires<MPStartLocationsInfo>, Requires<MPStartUnitsInfo> { }
public class SpawnMPUnits : IWorldLoaded
{
public readonly string InitialUnit = "mcv";
public readonly string Faction = null;
public object Create (ActorInitializer init) { return new SpawnMPUnits(this); }
}
class SpawnMPUnits : IWorldLoaded
{
SpawnMPUnitsInfo info;
public SpawnMPUnits(SpawnMPUnitsInfo info) { this.info = info; }
public void WorldLoaded(World world)
{
foreach (var s in world.WorldActor.Trait<MPStartLocations>().Start)
SpawnUnitsForPlayer(s.Key, s.Value);
SpawnUnitsForPlayer(world, s.Key, s.Value);
}
void SpawnUnitsForPlayer(Player p, CPos sp)
void SpawnUnitsForPlayer(World w, Player p, CPos sp)
{
// They don't want a MCV - the map provides something else for them
if (!p.PlayerReference.DefaultStartingUnits)
return; /* they don't want an mcv, the map provides something else for them */
/* support different starting units for each faction */
if (info.Faction != null && p.Country.Race != info.Faction)
return;
p.World.CreateActor(info.InitialUnit, new TypeDictionary
var spawnClass = p.PlayerReference.StartingUnitsClass ?? w.LobbyInfo.GlobalSettings.StartingUnitsClass;
var unitGroup = Rules.Info["world"].Traits.WithInterface<MPStartUnitsInfo>()
.Where(g => g.Class == spawnClass && g.Races != null && g.Races.Contains(p.Country.Race))
.RandomOrDefault(w.SharedRandom);
if (unitGroup == null)
throw new InvalidOperationException("No starting units defined for country {0} with class {1}".F(p.Country.Race, spawnClass));
// Spawn base actor at the spawnpoint
if (unitGroup.BaseActor != null)
{
new LocationInit( sp ),
new OwnerInit( p ),
w.CreateActor(unitGroup.BaseActor.ToLowerInvariant(), new TypeDictionary
{
new LocationInit(sp),
new OwnerInit(p),
});
}
if (!unitGroup.SupportActors.Any())
return;
// Spawn support units in an annulus around the base actor
var supportSpawnCells = w.FindTilesInCircle(sp, unitGroup.OuterSupportRadius)
.Except(w.FindTilesInCircle(sp, unitGroup.InnerSupportRadius));
foreach (var s in unitGroup.SupportActors)
{
var mi = Rules.Info[s.ToLowerInvariant()].Traits.Get<MobileInfo>();
var validCells = supportSpawnCells.Where(c => mi.CanEnterCell(w, c));
if (!validCells.Any())
throw new InvalidOperationException("No cells available to spawn starting unit {0}".F(s));
var cell = validCells.Random(w.SharedRandom);
var subCell = w.ActorMap.FreeSubCell(cell).Value;
w.CreateActor(s.ToLowerInvariant(), new TypeDictionary
{
new OwnerInit(p),
new LocationInit(cell),
new SubCellInit(subCell),
new FacingInit(w.SharedRandom.Next(256))
});
}
}
}
}

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@@ -307,9 +307,12 @@ World:
Depths:5,5,5,5,5,5
DebugOverlay:
SpawnMapActors:
CreateMPPlayers:
SpawnMPUnits:
MPStartLocations:
CreateMPPlayers:
MPStartUnits:
Races: gdi, nod
BaseActor: mcv
SpawnMPUnits:
SpatialBins:
BinSize: 4
CrateSpawner:

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@@ -380,15 +380,16 @@ World:
SpawnMapActors:
CreateMPPlayers:
MPStartLocations:
SpawnMPUnits@atreides:
InitialUnit: mcva
Faction: atreides
SpawnMPUnits@harkonnen:
InitialUnit: mcvh
Faction: harkonnen
SpawnMPUnits@ordos:
InitialUnit: mcvo
Faction: ordos
MPStartUnits@atreides:
Races: atreides
BaseActor: mcva
MPStartUnits@harkonnen:
Races: harkonnen
BaseActor: mcvh
MPStartUnits@ordos:
Races: ordos
BaseActor: mcvo
SpawnMPUnits:
SpatialBins:
BinSize: 4
PathFinder:

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@@ -639,6 +639,9 @@ World:
DebugOverlay:
SpawnMapActors:
CreateMPPlayers:
MPStartUnits:
Races: soviet, allies
BaseActor: mcv
MPStartLocations:
SpawnMPUnits:
SpatialBins: