moved various other traits

This commit is contained in:
Chris Forbes
2010-05-20 18:47:22 +12:00
parent f75a2d2fe6
commit 7fc5007ac8
14 changed files with 75 additions and 46 deletions

View File

@@ -59,7 +59,7 @@ namespace OpenRA
internal static Renderer renderer;
static int2 clientSize;
static string mapName;
internal static Session LobbyInfo = new Session();
public static Session LobbyInfo = new Session();
static bool packageChangePending;
static bool mapChangePending;
static Pair<Assembly, string>[] ModAssemblies;

View File

@@ -85,7 +85,6 @@
<Compile Include="Traits\Player\ActorGroupProxy.cs" />
<Compile Include="Traits\Player\PlayerResources.cs" />
<Compile Include="Traits\Player\TechTreeCache.cs" />
<Compile Include="Traits\RevealsShroud.cs" />
<Compile Include="Traits\Player\ConquestVictoryConditions.cs" />
<Compile Include="Traits\Modifiers\HiddenUnderFog.cs" />
<Compile Include="Traits\World\Shroud.cs" />
@@ -139,7 +138,6 @@
<Compile Include="Traits\Chrome\PowerDownButton.cs" />
<Compile Include="Traits\CustomSellValue.cs" />
<Compile Include="Traits\World\SpatialBins.cs" />
<Compile Include="Traits\World\SpawnDefaultUnits.cs" />
<Compile Include="Traits\World\ChoosePaletteOnSelect.cs" />
<Compile Include="Traits\World\Country.cs" />
<Compile Include="Traits\Activities\Attack.cs" />
@@ -204,18 +202,14 @@
<Compile Include="Traits\Building.cs" />
<Compile Include="Traits\World\BuildingInfluence.cs" />
<Compile Include="Traits\CanPowerDown.cs" />
<Compile Include="Traits\Fake.cs" />
<Compile Include="Traits\Helicopter.cs" />
<Compile Include="Traits\Modifiers\InvisibleToOthers.cs" />
<Compile Include="Traits\ConstructionYard.cs" />
<Compile Include="Traits\LimitedAmmo.cs" />
<Compile Include="Traits\World\PaletteFromFile.cs" />
<Compile Include="Traits\World\PaletteFromRGBA.cs" />
<Compile Include="Traits\Player\PlaceBuilding.cs" />
<Compile Include="Traits\World\PlayerColorPalette.cs" />
<Compile Include="Traits\World\ResourceLayer.cs" />
<Compile Include="Traits\World\ResourceType.cs" />
<Compile Include="Traits\World\ShroudPalette.cs" />
<Compile Include="Traits\SupportPower.cs" />
<Compile Include="Traits\ProvidesRadar.cs" />
<Compile Include="Traits\Repairable.cs" />
@@ -223,7 +217,6 @@
<Compile Include="Traits\Selectable.cs" />
<Compile Include="Traits\Plane.cs" />
<Compile Include="Traits\Player\ProductionQueue.cs" />
<Compile Include="Traits\ProductionSurround.cs" />
<Compile Include="Traits\Render\RenderBuildingCharge.cs" />
<Compile Include="Traits\TransformsOnDeploy.cs" />
<Compile Include="Traits\Mobile.cs" />
@@ -240,13 +233,11 @@
<Compile Include="Traits\Render\RenderUnitRotor.cs" />
<Compile Include="Traits\Render\RenderUnitSpinner.cs" />
<Compile Include="Traits\Render\RenderUnitTurreted.cs" />
<Compile Include="Traits\SeedsResource.cs" />
<Compile Include="Traits\StoresOre.cs" />
<Compile Include="Traits\Cloak.cs" />
<Compile Include="Traits\TraitsInterfaces.cs" />
<Compile Include="Traits\Turreted.cs" />
<Compile Include="Traits\Unit.cs" />
<Compile Include="Traits\World\SpawnMapActors.cs" />
<Compile Include="Traits\World\UnitInfluence.cs" />
<Compile Include="Traits\Modifiers\WithShadow.cs" />
<Compile Include="Network\UnitOrders.cs" />

View File

@@ -1,26 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRA.Traits
{
public class SpawnMapActorsInfo : TraitInfo<SpawnMapActors> { }
public class SpawnMapActors : IGameStarted
{
public Dictionary<string, Actor> MapActors = new Dictionary<string, Actor>();
public void GameStarted(World world)
{
Game.skipMakeAnims = true; // rude hack
foreach (var actorReference in world.Map.Actors)
MapActors[actorReference.Key] = world.CreateActor(actorReference.Value.Name, actorReference.Value.Location,
world.players.Values.FirstOrDefault(p => p.InternalName == actorReference.Value.Owner)
?? world.NeutralPlayer);
Game.skipMakeAnims = false;
}
}
}

View File

@@ -19,9 +19,10 @@
#endregion
using System;
using OpenRA.Traits;
using OpenRA.Traits.Activities;
namespace OpenRA.Traits
namespace OpenRA.Mods.RA
{
class AttackTurretedInfo : AttackBaseInfo
{

View File

@@ -19,8 +19,9 @@
#endregion
using System.Collections.Generic;
using OpenRA.Traits;
namespace OpenRA.Traits
namespace OpenRA.Mods.RA
{
class FakeInfo : TraitInfo<Fake> { }

View File

@@ -84,6 +84,7 @@
<Compile Include="Activities\Harvest.cs" />
<Compile Include="EmitInfantryOnSell.cs" />
<Compile Include="Explodes.cs" />
<Compile Include="Fake.cs" />
<Compile Include="Harvester.cs" />
<Compile Include="HasUnitOnBuild.cs" />
<Compile Include="Husk.cs" />
@@ -105,9 +106,12 @@
<Compile Include="InfiltrateForSonarPulse.cs" />
<Compile Include="IronCurtainable.cs" />
<Compile Include="IronCurtainPower.cs" />
<Compile Include="PaletteFromFile.cs" />
<Compile Include="PaletteFromRGBA.cs" />
<Compile Include="ParaDrop.cs" />
<Compile Include="ParatroopersPower.cs" />
<Compile Include="Passenger.cs" />
<Compile Include="ProductionSurround.cs" />
<Compile Include="RenderFlare.cs" />
<Compile Include="RenderInfantry.cs" />
<Compile Include="RequiresPower.cs" />
@@ -118,8 +122,13 @@
<Compile Include="RepairableNear.cs" />
<Compile Include="Crates\SpeedUpgradeCrateAction.cs" />
<Compile Include="ReturnOnIdle.cs" />
<Compile Include="RevealsShroud.cs" />
<Compile Include="SeedsResource.cs" />
<Compile Include="SelfHealing.cs" />
<Compile Include="ShroudPalette.cs" />
<Compile Include="SonarPulsePower.cs" />
<Compile Include="SpawnDefaultUnits.cs" />
<Compile Include="SpawnMapActors.cs" />
<Compile Include="Spy.cs" />
<Compile Include="SpyPlanePower.cs" />
<Compile Include="NukePower.cs" />

View File

@@ -19,8 +19,9 @@
#endregion
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Traits
namespace OpenRA.Mods.RA
{
class PaletteFromFileInfo : ITraitInfo
{

View File

@@ -20,8 +20,9 @@
using System.Drawing;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Traits
namespace OpenRA.Mods.RA
{
class PaletteFromRGBAInfo : ITraitInfo
{

View File

@@ -20,8 +20,9 @@
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Traits
namespace OpenRA.Mods.RA
{
class ProductionSurroundInfo : ProductionInfo
{

View File

@@ -18,7 +18,9 @@
*/
#endregion
namespace OpenRA.Traits
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class RevealsShroudInfo : TraitInfo<RevealsShroud> { }

View File

@@ -21,8 +21,9 @@
using System;
using System.Linq;
using System.Collections.Generic;
using OpenRA.Traits;
namespace OpenRA.Traits
namespace OpenRA.Mods.RA
{
class SeedsResourceInfo : ITraitInfo
{

View File

@@ -19,8 +19,9 @@
#endregion
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Traits
namespace OpenRA.Mods.RA
{
class ShroudPaletteInfo : ITraitInfo
{

View File

@@ -18,12 +18,13 @@
*/
#endregion
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Traits
namespace OpenRA.Mods.RA
{
class SpawnDefaultUnitsInfo : TraitInfo<SpawnDefaultUnits>
{

View File

@@ -0,0 +1,45 @@
#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 System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class SpawnMapActorsInfo : TraitInfo<SpawnMapActors> { }
public class SpawnMapActors : IGameStarted
{
public Dictionary<string, Actor> MapActors = new Dictionary<string, Actor>();
public void GameStarted(World world)
{
Game.skipMakeAnims = true; // rude hack
foreach (var actorReference in world.Map.Actors)
MapActors[actorReference.Key] = world.CreateActor(actorReference.Value.Name, actorReference.Value.Location,
world.players.Values.FirstOrDefault(p => p.InternalName == actorReference.Value.Owner)
?? world.NeutralPlayer);
Game.skipMakeAnims = false;
}
}
}