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

@@ -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

@@ -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.

View File

@@ -18,9 +18,11 @@
*/
#endregion
namespace OpenRA.Traits.Activities
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Activities
{
class UndeployMcv : IActivity
public class UndeployMcv : IActivity
{
public IActivity NextActivity { get; set; }
bool started;

View File

@@ -46,9 +46,8 @@ namespace OpenRA.Mods.RA
{
get
{
return !info.RequiresConstructionYard ||
Game.world.Queries.OwnedBy[Game.world.LocalPlayer]
.WithTrait<ConstructionYard>().Any();
// WTF: why are these buttons even traits?
return RepairOrderGenerator.PlayerIsAllowedToRepair( Game.world );
}
}

View File

@@ -18,9 +18,10 @@
*/
#endregion
using OpenRA.Traits.Activities;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
namespace OpenRA.Traits
namespace OpenRA.Mods.RA
{
class ConstructionYardInfo : TraitInfo<ConstructionYard> { }
@@ -45,9 +46,4 @@ namespace OpenRA.Traits
}
}
}
/* tag trait for "bases": mcv/fact */
class BaseBuildingInfo : TraitInfo<BaseBuilding> { }
class BaseBuilding { }
}

View File

@@ -67,8 +67,10 @@
<Compile Include="Activities\Repair.cs" />
<Compile Include="Activities\ReturnToBase.cs" />
<Compile Include="Activities\Teleport.cs" />
<Compile Include="Activities\UndeployMcv.cs" />
<Compile Include="Activities\UnloadCargo.cs" />
<Compile Include="Activities\Wait.cs" />
<Compile Include="ConstructionYard.cs" />
<Compile Include="Player\ActorGroupProxy.cs" />
<Compile Include="Aircraft.cs" />
<Compile Include="SupportPowers\AirstrikePower.cs" />

View File

@@ -52,14 +52,20 @@ namespace OpenRA.Mods.RA.Orders
public void Tick( World world )
{
var hasFact = world.Queries.OwnedBy[world.LocalPlayer]
.WithTrait<ConstructionYard>()
.Any();
if (!hasFact)
if( PlayerIsAllowedToRepair( world ) )
Game.controller.CancelInputMode();
}
public static bool PlayerIsAllowedToRepair( World world )
{
if( !world.WorldActor.Info.Traits.Get<RepairButtonInfo>().RequiresConstructionYard )
return true;
return Game.world.Queries.OwnedBy[ Game.world.LocalPlayer ]
.WithTrait<Production>().Where( x => x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains( "Building" ) )
.Any();
}
public void Render( World world ) {}
public string GetCursor(World world, int2 xy, MouseInput mi)

View File

@@ -1,9 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Traits
namespace OpenRA.Mods.RA
{
class ActorGroupProxyInfo : TraitInfo<ActorGroupProxy> { }