Merge pull request #10973 from reaperrr/fp-to-int2
Getting rid of float in simulation code Part 2
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@@ -128,7 +128,7 @@ namespace OpenRA.Mods.Common.Traits
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if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
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return 0;
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var time = (int)(unit.GetBuildTime() * Info.BuildSpeed);
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var time = unit.GetBuildTime() * Info.BuildSpeed / 100;
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if (info.SpeedUp)
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{
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@@ -34,8 +34,8 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Should the prerequisite remain enabled if the owner changes?")]
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public readonly bool Sticky = true;
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[Desc("This value is used to translate the unit cost into build time.")]
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public readonly float BuildSpeed = 0.4f;
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[Desc("This percentage value is multiplied with actor cost to translate into build time (lower means faster).")]
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public readonly int BuildSpeed = 40;
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[Desc("The build time is multiplied with this value on low power.")]
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public readonly int LowPowerSlowdown = 3;
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@@ -319,8 +319,8 @@ namespace OpenRA.Mods.Common.Traits
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if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
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return 0;
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var time = unit.GetBuildTime() * Info.BuildSpeed;
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return (int)time;
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var time = unit.GetBuildTime() * Info.BuildSpeed / 100;
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return time;
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}
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protected void CancelProduction(string itemName, uint numberToCancel)
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@@ -29,7 +29,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly bool ResetOnHoldLost = true;
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[Desc("Percentage of all strategic points the player has to hold to win.")]
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public readonly float RatioRequired = 0.5f;
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public readonly int RatioRequired = 50;
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[Desc("Delay for the end game notification in milliseconds.")]
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public readonly int NotificationDelay = 1500;
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@@ -65,7 +65,7 @@ namespace OpenRA.Mods.Common.Traits
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public int Total { get { return AllPoints.Count(); } }
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int Owned { get { return AllPoints.Count(a => WorldUtils.AreMutualAllies(player, a.Owner)); } }
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public bool Holding { get { return Owned >= info.RatioRequired * Total; } }
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public bool Holding { get { return Owned >= info.RatioRequired * Total / 100; } }
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public void Tick(Actor self)
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{
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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly int Velocity = 75;
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[Desc("Speed at which the particle turns.")]
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public readonly float TurnSpeed = 15;
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public readonly int TurnSpeed = 15;
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public object Create(ActorInitializer init) { return new ThrowsParticle(init, this); }
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}
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@@ -53,8 +53,8 @@ namespace OpenRA.Mods.Common.Traits
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int tick = 0;
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int length;
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float facing;
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float rotation;
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WAngle facing;
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WAngle rotation;
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public ThrowsParticle(ActorInitializer init, ThrowsParticleInfo info)
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{
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@@ -64,7 +64,7 @@ namespace OpenRA.Mods.Common.Traits
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// TODO: Carry orientation over from the parent instead of just facing
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var bodyFacing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
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facing = Turreted.GetInitialTurretFacing(init, 0);
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facing = WAngle.FromFacing(Turreted.GetInitialTurretFacing(init, 0));
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// Calculate final position
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var throwRotation = WRot.FromFacing(Game.CosmeticRandom.Next(1024));
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@@ -76,23 +76,23 @@ namespace OpenRA.Mods.Common.Traits
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length = (finalPos - initialPos).Length / info.Velocity;
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// Facing rotation
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rotation = WDist.FromPDF(Game.CosmeticRandom, 2).Length * info.TurnSpeed / 1024;
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rotation = WAngle.FromFacing(WDist.FromPDF(Game.CosmeticRandom, 2).Length * info.TurnSpeed / 1024);
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var anim = new Animation(init.World, rs.GetImage(self), () => (int)facing);
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var anim = new Animation(init.World, rs.GetImage(self), () => facing.Angle / 4);
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anim.PlayRepeating(info.Anim);
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rs.Add(new AnimationWithOffset(anim, () => pos, null));
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}
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public void Tick(Actor self)
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{
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if (tick == length)
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if (tick >= length)
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return;
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pos = WVec.LerpQuadratic(initialPos, finalPos, angle, tick++, length);
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// Spin the particle
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facing += rotation;
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rotation *= .9f;
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rotation = new WAngle(rotation.Angle * 90 / 100);
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}
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}
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}
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