Added: Support for not-synced traits (ITraitNotSynced)

This commit is contained in:
geckosoft
2010-11-01 03:58:46 +01:00
committed by Chris Forbes
parent d050d1a4b9
commit 8392a44314
4 changed files with 59 additions and 1 deletions

View File

@@ -4,6 +4,7 @@ using System.Linq;
using System.Text;
using OpenRA.FileFormats;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Network
{
@@ -37,6 +38,7 @@ namespace OpenRA.Network
report.Traits.Clear();
foreach (var a in orderManager.world.Queries.WithTraitMultiple<object>())
{
if (a.Trait is ITraitNotSynced ) continue;
var sync = Sync.CalculateSyncHash(a.Trait);
if (sync != 0)
report.Traits.Add(new TraitReport()

View File

@@ -190,6 +190,8 @@ namespace OpenRA.Traits
public interface IPostRenderSelection { void RenderAfterWorld(WorldRenderer wr, Actor self); }
public interface IPreRenderSelection { void RenderBeforeWorld(WorldRenderer wr, Actor self); }
public interface ITraitNotSynced{} // Traits marked with NotSynced arent sync-checked
public struct Target // a target: either an actor, or a fixed location.
{
Actor actor;

View File

@@ -199,7 +199,11 @@ namespace OpenRA
// hash all the traits that tick
foreach (var x in traitDict.ActorsWithTraitMultiple<object>(this))
ret += n++ * (int)x.Actor.ActorID * Sync.CalculateSyncHash(x.Trait);
{
if (x.Trait is ITraitNotSynced) continue;
ret += n++*(int) x.Actor.ActorID*Sync.CalculateSyncHash(x.Trait);
}
// Hash the shared rng
ret += SharedRandom.Last;

View File

@@ -0,0 +1,50 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class WorldGameOverInfo : TraitInfo<WorldGameOver>
{
public readonly bool ReturnToLobby = false;
public readonly int Delay = 30;
public readonly string EndMessage = "The game will end in {0} seconds.";
}
class WorldGameOver : ITick
{
public WorldGameOverInfo Info = null;
int? _delayLeft = null;
public void Tick(Actor self)
{
if (Info == null)
Info = self.Info.Traits.GetOrDefault<WorldGameOverInfo>();
if (Info == null || !Info.ReturnToLobby)
return;
// See if there is anyone left who hasnt won / lost (if not, means game over)
if (!self.World.players.Any(p => !p.Value.NonCombatant && p.Value.WinState == WinState.Undefined))
{
if (_delayLeft == null)
{
_delayLeft = Info.Delay * 25;
if (Info.EndMessage.Trim() != "" && Info.EndMessage.Contains("{0}"))
Game.AddChatLine(Color.Green, "",
Info.EndMessage.Trim().F( ((int)(_delayLeft / 25)) + ""));
else if (Info.EndMessage.Trim() != "")
Game.AddChatLine(Color.Green, "",Info.EndMessage.Trim());
}
_delayLeft--;
if (_delayLeft <= 0 )
Game.RejoinLobby(self.World);
}
}
}
}