Merge pull request #10973 from reaperrr/fp-to-int2

Getting rid of float in simulation code Part 2
This commit is contained in:
Matthias Mailänder
2016-03-28 17:13:52 +02:00
15 changed files with 100 additions and 53 deletions

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@@ -128,7 +128,7 @@ namespace OpenRA.Mods.Common.Traits
if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
return 0;
var time = (int)(unit.GetBuildTime() * Info.BuildSpeed);
var time = unit.GetBuildTime() * Info.BuildSpeed / 100;
if (info.SpeedUp)
{

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@@ -34,8 +34,8 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Should the prerequisite remain enabled if the owner changes?")]
public readonly bool Sticky = true;
[Desc("This value is used to translate the unit cost into build time.")]
public readonly float BuildSpeed = 0.4f;
[Desc("This percentage value is multiplied with actor cost to translate into build time (lower means faster).")]
public readonly int BuildSpeed = 40;
[Desc("The build time is multiplied with this value on low power.")]
public readonly int LowPowerSlowdown = 3;
@@ -319,8 +319,8 @@ namespace OpenRA.Mods.Common.Traits
if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
return 0;
var time = unit.GetBuildTime() * Info.BuildSpeed;
return (int)time;
var time = unit.GetBuildTime() * Info.BuildSpeed / 100;
return time;
}
protected void CancelProduction(string itemName, uint numberToCancel)

View File

@@ -29,7 +29,7 @@ namespace OpenRA.Mods.Common.Traits
public readonly bool ResetOnHoldLost = true;
[Desc("Percentage of all strategic points the player has to hold to win.")]
public readonly float RatioRequired = 0.5f;
public readonly int RatioRequired = 50;
[Desc("Delay for the end game notification in milliseconds.")]
public readonly int NotificationDelay = 1500;
@@ -65,7 +65,7 @@ namespace OpenRA.Mods.Common.Traits
public int Total { get { return AllPoints.Count(); } }
int Owned { get { return AllPoints.Count(a => WorldUtils.AreMutualAllies(player, a.Owner)); } }
public bool Holding { get { return Owned >= info.RatioRequired * Total; } }
public bool Holding { get { return Owned >= info.RatioRequired * Total / 100; } }
public void Tick(Actor self)
{

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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.Common.Traits
public readonly int Velocity = 75;
[Desc("Speed at which the particle turns.")]
public readonly float TurnSpeed = 15;
public readonly int TurnSpeed = 15;
public object Create(ActorInitializer init) { return new ThrowsParticle(init, this); }
}
@@ -53,8 +53,8 @@ namespace OpenRA.Mods.Common.Traits
int tick = 0;
int length;
float facing;
float rotation;
WAngle facing;
WAngle rotation;
public ThrowsParticle(ActorInitializer init, ThrowsParticleInfo info)
{
@@ -64,7 +64,7 @@ namespace OpenRA.Mods.Common.Traits
// TODO: Carry orientation over from the parent instead of just facing
var bodyFacing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
facing = Turreted.GetInitialTurretFacing(init, 0);
facing = WAngle.FromFacing(Turreted.GetInitialTurretFacing(init, 0));
// Calculate final position
var throwRotation = WRot.FromFacing(Game.CosmeticRandom.Next(1024));
@@ -76,23 +76,23 @@ namespace OpenRA.Mods.Common.Traits
length = (finalPos - initialPos).Length / info.Velocity;
// Facing rotation
rotation = WDist.FromPDF(Game.CosmeticRandom, 2).Length * info.TurnSpeed / 1024;
rotation = WAngle.FromFacing(WDist.FromPDF(Game.CosmeticRandom, 2).Length * info.TurnSpeed / 1024);
var anim = new Animation(init.World, rs.GetImage(self), () => (int)facing);
var anim = new Animation(init.World, rs.GetImage(self), () => facing.Angle / 4);
anim.PlayRepeating(info.Anim);
rs.Add(new AnimationWithOffset(anim, () => pos, null));
}
public void Tick(Actor self)
{
if (tick == length)
if (tick >= length)
return;
pos = WVec.LerpQuadratic(initialPos, finalPos, angle, tick++, length);
// Spin the particle
facing += rotation;
rotation *= .9f;
rotation = new WAngle(rotation.Angle * 90 / 100);
}
}
}

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@@ -644,6 +644,54 @@ namespace OpenRA.Mods.Common.UtilityCommands
node.Key = "ReloadDelay";
}
// Migrated ProductionQueue BuildSpeed to use int percentage instead of float
if (engineVersion < 20160325)
{
if (node.Key.StartsWith("ProductionQueue") || node.Key.StartsWith("ClassicProductionQueue"))
{
var buildSpeedNode = node.Value.Nodes.FirstOrDefault(x => x.Key == "BuildSpeed");
if (buildSpeedNode != null)
{
// The BuildSpeed value is now an int percentage, so multiply the float with 100.
var oldValue = FieldLoader.GetValue<float>("BuildSpeed", buildSpeedNode.Value.Value);
var newValue = (int)(oldValue * 100);
buildSpeedNode.Value.Value = newValue.ToString();
}
}
}
// Migrated StrategicVictoryConditions RatioRequired to use int percentage instead of float
if (engineVersion < 20160325)
{
if (node.Key.StartsWith("StrategicVictoryConditions"))
{
var ratioNode = node.Value.Nodes.FirstOrDefault(x => x.Key == "RatioRequired");
if (ratioNode != null)
{
// The RatioRequired value is now an int percentage, so multiply the float with 100.
var oldValue = FieldLoader.GetValue<float>("RatioRequired", ratioNode.Value.Value);
var newValue = (int)(oldValue * 100);
ratioNode.Value.Value = newValue.ToString();
}
}
}
// Migrated Minelayer.MinefieldDepth to use WDist instead of float
if (engineVersion < 20160325)
{
if (node.Key.StartsWith("Minelayer"))
{
var depthNode = node.Value.Nodes.FirstOrDefault(x => x.Key == "MinefieldDepth");
if (depthNode != null)
{
// The MinefieldDepth value is now a WDist, so multiply the float value with 1024.
var oldValue = FieldLoader.GetValue<float>("MinefieldDepth", depthNode.Value.Value);
var newValue = (int)(oldValue * 1024);
depthNode.Value.Value = newValue.ToString();
}
}
}
UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
}
}

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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.RA.Traits
public readonly string AmmoPoolName = "primary";
public readonly float MinefieldDepth = 1.5f;
public readonly WDist MinefieldDepth = new WDist(1536);
public object Create(ActorInitializer init) { return new Minelayer(init.Self); }
}
@@ -97,7 +97,7 @@ namespace OpenRA.Mods.RA.Traits
}
}
static IEnumerable<CPos> GetMinefieldCells(CPos start, CPos end, float depth)
static IEnumerable<CPos> GetMinefieldCells(CPos start, CPos end, WDist depth)
{
var mins = CPos.Min(start, end);
var maxs = CPos.Max(start, end);
@@ -113,7 +113,7 @@ namespace OpenRA.Mods.RA.Traits
for (var i = mins.X; i <= maxs.X; i++)
for (var j = mins.Y; j <= maxs.Y; j++)
if (Math.Abs(q.X * i + q.Y * j + c) < depth)
if (Math.Abs(q.X * i + q.Y * j + c) * 1024 < depth.Length)
yield return new CPos(i, j);
}

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@@ -25,7 +25,7 @@ FACT:
Type: Building.GDI
Factions: gdi
Group: Building
BuildSpeed: .4
BuildSpeed: 40
LowPowerSlowdown: 2
QueuedAudio: Building
ReadyAudio: ConstructionComplete
@@ -33,7 +33,7 @@ FACT:
Type: Building.Nod
Factions: nod
Group: Building
BuildSpeed: .4
BuildSpeed: 40
LowPowerSlowdown: 2
QueuedAudio: Building
ReadyAudio: ConstructionComplete
@@ -41,7 +41,7 @@ FACT:
Type: Defence.GDI
Factions: gdi
Group: Defence
BuildSpeed: .4
BuildSpeed: 40
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
@@ -49,7 +49,7 @@ FACT:
Type: Defence.Nod
Factions: nod
Group: Defence
BuildSpeed: .4
BuildSpeed: 40
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
@@ -260,7 +260,7 @@ PYLE:
Type: Infantry.GDI
Group: Infantry
RequireOwner: false
BuildSpeed: .4
BuildSpeed: 40
LowPowerSlowdown: 3
ProductionBar:
Power:
@@ -300,7 +300,7 @@ HAND:
Type: Infantry.Nod
Group: Infantry
RequireOwner: false
BuildSpeed: .4
BuildSpeed: 40
LowPowerSlowdown: 3
ProductionBar:
Power:
@@ -344,7 +344,7 @@ AFLD:
Type: Vehicle.Nod
Group: Vehicle
RequireOwner: false
BuildSpeed: .4
BuildSpeed: 40
LowPowerSlowdown: 3
ReadyAudio:
ProductionBar:
@@ -391,7 +391,7 @@ WEAP:
Type: Vehicle.GDI
RequireOwner: false
Group: Vehicle
BuildSpeed: .4
BuildSpeed: 40
LowPowerSlowdown: 3
ProductionBar:
Power:
@@ -428,13 +428,13 @@ HPAD:
Type: Aircraft.GDI
Factions: gdi
Group: Aircraft
BuildSpeed: .4
BuildSpeed: 40
LowPowerSlowdown: 3
ProductionQueue@Nod:
Type: Aircraft.Nod
Factions: nod
Group: Aircraft
BuildSpeed: .4
BuildSpeed: 40
LowPowerSlowdown: 3
ProductionBar@GDI:
ProductionType: Aircraft.GDI

View File

@@ -65,7 +65,7 @@ BIO:
Type: Biolab
Group: Infantry
RequireOwner: false
BuildSpeed: .4
BuildSpeed: 40
LowPowerSlowdown: 3
ProductionBar:
RallyPoint:

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@@ -3,7 +3,7 @@ Player:
TechTree:
ClassicProductionQueue@Building:
Type: Building
BuildSpeed: 1.0
BuildSpeed: 100
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: BuildingReady
@@ -11,7 +11,7 @@ Player:
SpeedUp: true
ClassicProductionQueue@Upgrade:
Type: Upgrade
BuildSpeed: 1.0
BuildSpeed: 100
LowPowerSlowdown: 0
QueuedAudio: Upgrading
ReadyAudio: NewOptions
@@ -19,34 +19,34 @@ Player:
SpeedUp: true
ClassicProductionQueue@Infantry:
Type: Infantry
BuildSpeed: 1.0
BuildSpeed: 100
LowPowerSlowdown: 3
BlockedAudio: NoRoom
SpeedUp: true
ClassicProductionQueue@Vehicle:
Type: Vehicle
BuildSpeed: 1.0
BuildSpeed: 100
LowPowerSlowdown: 3
QueuedAudio: Building
BlockedAudio: NoRoom
SpeedUp: true
ClassicProductionQueue@Armor:
Type: Armor
BuildSpeed: 1.0
BuildSpeed: 100
LowPowerSlowdown: 3
QueuedAudio: Building
BlockedAudio: NoRoom
SpeedUp: true
ClassicProductionQueue@Starport:
Type: Starport
BuildSpeed: 0.85
BuildSpeed: 85
LowPowerSlowdown: 0
BlockedAudio: NoRoom
QueuedAudio: OrderPlaced
ReadyAudio:
ClassicProductionQueue@Aircraft:
Type: Aircraft
BuildSpeed: 1.25
BuildSpeed: 125
LowPowerSlowdown: 3
QueuedAudio: Building
BlockedAudio: NoRoom

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@@ -54,7 +54,7 @@ SILO:
Player:
ClassicProductionQueue@Building:
BuildSpeed: 0.4
BuildSpeed: 40
Shroud:
FogLocked: True
FogEnabled: True

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@@ -76,7 +76,7 @@ FORTCRATE:
Player:
ClassicProductionQueue@Infantry:
BuildSpeed: 1
BuildSpeed: 100
-EnemyWatcher:
Shroud:
FogLocked: True

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@@ -18,6 +18,5 @@ Player:
StrategicVictoryConditions:
HoldDuration: 3000
ResetOnHoldLost: true
RatioRequired: 0.65
CriticalRatioRequired: 0.65
RatioRequired: 65
-ConquestVictoryConditions:

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@@ -11,9 +11,9 @@ World:
Player:
ClassicProductionQueue@Infantry:
BuildSpeed: 1
BuildSpeed: 100
ClassicProductionQueue@Vehicle:
BuildSpeed: 1
BuildSpeed: 100
Shroud:
FogLocked: True
FogEnabled: True

View File

@@ -3,36 +3,36 @@ Player:
TechTree:
ClassicProductionQueue@Building:
Type: Building
BuildSpeed: .4
BuildSpeed: 40
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
SpeedUp: True
ClassicProductionQueue@Defense:
Type: Defense
BuildSpeed: .4
BuildSpeed: 40
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
SpeedUp: True
ClassicProductionQueue@Vehicle:
Type: Vehicle
BuildSpeed: .4
BuildSpeed: 40
LowPowerSlowdown: 3
SpeedUp: True
ClassicProductionQueue@Infantry:
Type: Infantry
BuildSpeed: .4
BuildSpeed: 40
LowPowerSlowdown: 3
SpeedUp: True
ClassicProductionQueue@Ship:
Type: Ship
BuildSpeed: .4
BuildSpeed: 40
LowPowerSlowdown: 3
SpeedUp: True
ClassicProductionQueue@Aircraft:
Type: Aircraft
BuildSpeed: .4
BuildSpeed: 40
LowPowerSlowdown: 3
SpeedUp: True
PlaceBuilding:

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@@ -4,31 +4,31 @@ Player:
GlobalUpgradeManager:
ClassicProductionQueue@Building:
Type: Building
BuildSpeed: .4
BuildSpeed: 48
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
SpeedUp: True
ClassicProductionQueue@Defense:
Type: Defense
BuildSpeed: .4
BuildSpeed: 48
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
SpeedUp: True
ClassicProductionQueue@Vehicle:
Type: Vehicle
BuildSpeed: .4
BuildSpeed: 48
LowPowerSlowdown: 3
SpeedUp: True
ClassicProductionQueue@Infantry:
Type: Infantry
BuildSpeed: .4
BuildSpeed: 48
LowPowerSlowdown: 3
SpeedUp: True
ClassicProductionQueue@Air:
Type: Air
BuildSpeed: .4
BuildSpeed: 48
LowPowerSlowdown: 3
SpeedUp: True
PlaceBuilding: