move CYard trait and UndeployMCV activity into mod

This commit is contained in:
Bob
2010-07-08 15:34:21 +12:00
parent 1eedae2c7b
commit 7a738ed6af
9 changed files with 53 additions and 34 deletions

View File

@@ -81,7 +81,7 @@
<Compile Include="GameRules\WeaponInfo.cs" />
<Compile Include="Group.cs" />
<Compile Include="Orders\GenericSelectTarget.cs" />
<Compile Include="Traits\Activities\UndeployMcv.cs" />
<Compile Include="Traits\BaseBuilding.cs" />
<Compile Include="Traits\DetectCloaked.cs" />
<Compile Include="Traits\LintAttributes.cs" />
<Compile Include="Traits\Modifiers\FrozenUnderFog.cs" />
@@ -184,7 +184,6 @@
<Compile Include="Traits\Buildable.cs" />
<Compile Include="Traits\Building.cs" />
<Compile Include="Traits\World\BuildingInfluence.cs" />
<Compile Include="Traits\ConstructionYard.cs" />
<Compile Include="Traits\LimitedAmmo.cs" />
<Compile Include="Traits\Player\PlaceBuilding.cs" />
<Compile Include="Traits\World\PlayerColorPalette.cs" />

View File

@@ -1,55 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it 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.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
namespace OpenRA.Traits.Activities
{
class UndeployMcv : IActivity
{
public IActivity NextActivity { get; set; }
bool started;
void DoUndeploy(World w,Actor self)
{
w.Remove(self);
var mcv = w.CreateActor("mcv", self.Location + new int2(1, 1), self.Owner);
mcv.traits.Get<Unit>().Facing = 96;
}
public IActivity Tick(Actor self)
{
if (!started)
{
var rb = self.traits.Get<RenderBuilding>();
rb.PlayCustomAnimBackwards(self, "make",
() => self.World.AddFrameEndTask(w => DoUndeploy(w,self)));
foreach (var s in self.Info.Traits.Get<BuildingInfo>().SellSounds)
Sound.PlayToPlayer(self.Owner, s, self.CenterLocation);
started = true;
}
return this;
}
public void Cancel(Actor self) {}
}
}

View File

@@ -0,0 +1,11 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRA.Traits
{
/* tag trait for "bases": mcv/fact */
class BaseBuildingInfo : TraitInfo<BaseBuilding> { }
class BaseBuilding { }
}

View File

@@ -1,53 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it 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.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using OpenRA.Traits.Activities;
namespace OpenRA.Traits
{
class ConstructionYardInfo : TraitInfo<ConstructionYard> { }
public class ConstructionYard : IIssueOrder, IResolveOrder
{
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
if (mi.Button == MouseButton.Left) return null;
if (underCursor == self)
return new Order("Deploy", self);
return null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Deploy")
{
self.CancelActivity();
self.QueueActivity(new UndeployMcv());
}
}
}
/* tag trait for "bases": mcv/fact */
class BaseBuildingInfo : TraitInfo<BaseBuilding> { }
class BaseBuilding { }
}

View File

@@ -20,6 +20,7 @@
using System.Linq;
using OpenRA.Effects;
using OpenRA.GameRules;
namespace OpenRA.Traits
{
@@ -63,16 +64,7 @@ namespace OpenRA.Traits
Sound.PlayToPlayer(order.Player, s, building.CenterLocation);
}
/* todo: reimpl this properly */
var facts = w.Queries.OwnedBy[self.Owner]
.WithTrait<ConstructionYard>().Select(x => x.Actor);
var primaryFact = facts.Where(y => y.traits.Get<Production>().IsPrimary);
var fact = (primaryFact.Count() > 0) ? primaryFact.FirstOrDefault() : facts.FirstOrDefault();
if (fact != null)
fact.traits.Get<RenderBuilding>().PlayCustomAnim(fact, "build");
PlayBuildAnim( self, unit );
queue.FinishProduction(unit.Category);
@@ -84,6 +76,20 @@ namespace OpenRA.Traits
}
}
// finds a construction yard (or equivalent) and runs its "build" animation.
static void PlayBuildAnim( Actor self, ActorInfo unit )
{
var producers = self.World.Queries.OwnedBy[ self.Owner ].WithTrait<Production>()
.Where( x => x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains( unit.Category ) )
.ToList();
var producer = producers.Where( x => x.Trait.IsPrimary ).Concat( producers )
.Select( x => x.Actor )
.FirstOrDefault();
if( producer != null )
producer.traits.Get<RenderBuilding>().PlayCustomAnim( producer, "build" );
}
static int GetNumBuildables(Player p)
{
if (p != p.World.LocalPlayer) return 0; // this only matters for local players.