Refactor SpiceBloom
- Remove SpiceBloom.RespawnDelay It is basically redundant (giving the spice bloom spawner a longer self-kill delay at yaml level has the same effect) and uses the savegame-blocking DelayedAction, so just removing it is the cleanest solution. - Rename SpiceBloom GrowthDelay to Lifetime - Refactor spicebloom.spawnpoint to not use SpiceBloom trait and make it visible in editor with corresponding tooltip.
This commit is contained in:
@@ -781,6 +781,26 @@ namespace OpenRA.Mods.Common.UtilityCommands
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if (node.Key.StartsWith("UpgradeOverlay", StringComparison.Ordinal))
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if (node.Key.StartsWith("UpgradeOverlay", StringComparison.Ordinal))
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RenameNodeKey(node, "WithColoredOverlay" + node.Key.Substring(14));
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RenameNodeKey(node, "WithColoredOverlay" + node.Key.Substring(14));
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// Remove SpiceBloom.RespawnDelay to get rid of DelayedAction, and rename GrowthDelay to Lifetime
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if (engineVersion < 20170203)
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{
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var spiceBloom = node.Value.Nodes.FirstOrDefault(n => n.Key == "SpiceBloom");
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if (spiceBloom != null)
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{
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var respawnDelay = spiceBloom.Value.Nodes.FirstOrDefault(n => n.Key == "RespawnDelay");
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if (respawnDelay != null)
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{
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spiceBloom.Value.Nodes.Remove(respawnDelay);
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Console.WriteLine("RespawnDelay has been removed from SpiceBloom for technical reasons.");
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Console.WriteLine("Increase self-kill delay of the spice bloom spawnpoint actor instead.");
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}
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var growthDelay = spiceBloom.Value.Nodes.FirstOrDefault(n => n.Key == "GrowthDelay");
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if (growthDelay != null)
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growthDelay.Key = "Lifetime";
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}
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}
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UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
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UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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}
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@@ -32,11 +32,8 @@ namespace OpenRA.Mods.D2k.Traits
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[SequenceReference]
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[SequenceReference]
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public readonly string[] GrowthSequences = { "grow1", "grow2", "grow3" };
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public readonly string[] GrowthSequences = { "grow1", "grow2", "grow3" };
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[Desc("The range of time (in ticks) that the spicebloom will take to respawn.")]
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[Desc("The range of time (in ticks) that the spicebloom will take to grow until it blows up.")]
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public readonly int[] RespawnDelay = { 1500, 2500 };
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public readonly int[] Lifetime = { 1000, 3000 };
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[Desc("The range of time (in ticks) that the spicebloom will take to grow.")]
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public readonly int[] GrowthDelay = { 1000, 3000 };
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public readonly string ResourceType = "Spice";
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public readonly string ResourceType = "Spice";
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@@ -72,7 +69,6 @@ namespace OpenRA.Mods.D2k.Traits
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readonly ResourceLayer resLayer;
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readonly ResourceLayer resLayer;
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readonly AnimationWithOffset anim;
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readonly AnimationWithOffset anim;
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readonly int respawnTicks;
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readonly int growTicks;
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readonly int growTicks;
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int ticks;
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int ticks;
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@@ -88,8 +84,7 @@ namespace OpenRA.Mods.D2k.Traits
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anim = new AnimationWithOffset(new Animation(init.Self.World, render.GetImage(self)), null, () => self.IsDead);
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anim = new AnimationWithOffset(new Animation(init.Self.World, render.GetImage(self)), null, () => self.IsDead);
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render.Add(anim);
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render.Add(anim);
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respawnTicks = self.World.SharedRandom.Next(info.RespawnDelay[0], info.RespawnDelay[1]);
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growTicks = self.World.SharedRandom.Next(info.Lifetime[0], info.Lifetime[1]);
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growTicks = self.World.SharedRandom.Next(info.GrowthDelay[0], info.GrowthDelay[1]);
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anim.Animation.Play(info.GrowthSequences[0]);
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anim.Animation.Play(info.GrowthSequences[0]);
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}
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}
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@@ -163,19 +158,17 @@ namespace OpenRA.Mods.D2k.Traits
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if (!string.IsNullOrEmpty(info.Weapon))
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if (!string.IsNullOrEmpty(info.Weapon))
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SeedResources(self);
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SeedResources(self);
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self.World.AddFrameEndTask(t => t.Add(new DelayedAction(respawnTicks, () =>
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var td = new TypeDictionary
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{
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{
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var td = new TypeDictionary
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new ParentActorInit(self),
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{
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new LocationInit(self.Location),
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new ParentActorInit(self),
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new CenterPositionInit(self.CenterPosition),
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new LocationInit(self.Location),
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new OwnerInit(self.Owner),
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new CenterPositionInit(self.CenterPosition),
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new FactionInit(self.Owner.Faction.InternalName),
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new OwnerInit(self.Owner),
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new SkipMakeAnimsInit()
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new FactionInit(self.Owner.Faction.InternalName),
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};
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new SkipMakeAnimsInit()
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};
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self.World.AddFrameEndTask(w => w.CreateActor(info.SpawnActor, td));
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self.World.CreateActor(info.SpawnActor, td);
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})));
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}
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}
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}
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}
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}
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}
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@@ -1,16 +1,22 @@
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spicebloom.spawnpoint:
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spicebloom.spawnpoint:
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HiddenUnderShroud:
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EditorOnlyTooltip:
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Type: CenterPosition
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Name: Spice Bloom spawnpoint
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AlwaysVisible:
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RenderSpritesEditorOnly:
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Image: spicebloom
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WithSpriteBody:
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Sequence: grow1
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BodyOrientation:
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BodyOrientation:
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QuantizedFacings: 1
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QuantizedFacings: 1
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RenderSprites:
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ConditionManager:
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Image: spicebloom
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GrantConditionOnTerrain:
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SpiceBloom:
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Condition: clearsand
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GrowthTerrainTypes: SpiceSand
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TerrainTypes: SpiceSand
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SpawnActor: spicebloom
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KillsSelf:
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GrowthSequences: grow0
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RequiresCondition: clearsand
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GrowthDelay: 250, 750
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Delay: 1750, 3250
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RespawnDelay: 1, 2
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SpawnActorOnDeath:
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Actor: spicebloom
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Explodes:
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Explodes:
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Weapon: BloomSpawn
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Weapon: BloomSpawn
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EmptyWeapon: BloomSpawn
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EmptyWeapon: BloomSpawn
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