split PrimaryBuilding from Production

This commit is contained in:
Chris Forbes
2010-08-09 17:20:34 +12:00
parent cb5307bb17
commit 8f6fe8344b
7 changed files with 97 additions and 60 deletions

View File

@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@@ -230,6 +230,7 @@
<Compile Include="ActorInitializer.cs" />
<Compile Include="ActorReference.cs" />
<Compile Include="Map.cs" />
<Compile Include="Traits\PrimaryBuilding.cs" />
<Compile Include="Widgets\Delegates\DeveloperModeDelegate.cs" />
</ItemGroup>
<ItemGroup>
@@ -260,7 +261,4 @@
<Target Name="AfterBuild">
</Target>
-->
<ItemGroup>
<Folder Include="Traits\" />
</ItemGroup>
</Project>

View File

@@ -82,7 +82,7 @@ namespace OpenRA.Traits
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 )
var producer = producers.Where( x => x.Actor.IsPrimaryBuilding() ).Concat( producers )
.FirstOrDefault();
if( producer.Actor != null )

View File

@@ -170,7 +170,7 @@ namespace OpenRA.Traits
var producers = self.World.Queries.OwnedBy[self.Owner]
.WithTrait<Production>()
.Where(x => producerTypes.Contains(x.Actor.Info))
.OrderByDescending(x => x.Trait.IsPrimary ? 1 : 0) // prioritize the primary.
.OrderByDescending(x => x.Actor.IsPrimaryBuilding() ? 1 : 0 ) // prioritize the primary.
.ToArray();
if (producers.Length == 0)

View File

@@ -0,0 +1,77 @@
#region Copyright & License Information
/*
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
namespace OpenRA.Traits
{
class PrimaryBuildingInfo : TraitInfo<PrimaryBuilding> { }
class PrimaryBuilding : IIssueOrder, IResolveOrder, IOrderCursor, ITags
{
bool isPrimary = false;
public bool IsPrimary { get { return isPrimary; } }
public IEnumerable<TagType> GetTags()
{
yield return (isPrimary) ? TagType.Primary : TagType.None;
}
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
if (mi.Button == MouseButton.Right && underCursor == self)
return new Order("PrimaryProducer", self);
return null;
}
public string CursorForOrder(Actor self, Order order)
{
return (order.OrderString == "PrimaryProducer") ? "deploy" : null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "PrimaryProducer")
SetPrimaryProducer(self, !isPrimary);
}
public void SetPrimaryProducer(Actor self, bool state)
{
if (state == false)
{
isPrimary = false;
return;
}
// Cancel existing primaries
foreach (var p in self.Info.Traits.Get<ProductionInfo>().Produces)
foreach (var b in self.World.Queries.OwnedBy[self.Owner]
.WithTrait<PrimaryBuilding>()
.Where(x => x.Trait.IsPrimary
&& (x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains(p))))
b.Trait.SetPrimaryProducer(b.Actor, false);
isPrimary = true;
var eva = self.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
Sound.PlayToPlayer(self.Owner, eva.PrimaryBuildingSelected);
}
}
static class PrimaryExts
{
public static bool IsPrimaryBuilding(this Actor a)
{
var pb = a.traits.Get<PrimaryBuilding>();
return pb != null && pb.IsPrimary;
}
}
}

View File

@@ -20,13 +20,12 @@ namespace OpenRA.Traits
{
public readonly float[] SpawnOffsets; // in px relative to CenterLocation
public readonly int[] ExitCells; // in cells relative to TopLeft, supports a list for multiple exits
public readonly bool EnablePrimary = true;
public readonly string[] Produces = { };
public virtual object Create(ActorInitializer init) { return new Production(this); }
}
public class Production : IIssueOrder, IResolveOrder, ITags, IOrderCursor
public class Production
{
public readonly List<Pair<float2, int2>> Spawns = new List<Pair<float2, int2>>();
public Production(ProductionInfo info)
@@ -111,56 +110,6 @@ namespace OpenRA.Traits
return false;
}
// "primary building" crap - perhaps this should be split?
bool isPrimary = false;
public bool IsPrimary { get { return isPrimary; } }
public IEnumerable<TagType> GetTags()
{
yield return (isPrimary) ? TagType.Primary : TagType.None;
}
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
if (mi.Button == MouseButton.Right && underCursor == self && self.Info.Traits.Get<ProductionInfo>().EnablePrimary)
return new Order("PrimaryProducer", self);
return null;
}
public string CursorForOrder(Actor self, Order order)
{
return (order.OrderString == "PrimaryProducer") ? "deploy" : null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "PrimaryProducer")
SetPrimaryProducer(self, !isPrimary);
}
public void SetPrimaryProducer(Actor self, bool state)
{
if (state == false)
{
isPrimary = false;
return;
}
// Cancel existing primaries
foreach (var p in self.Info.Traits.Get<ProductionInfo>().Produces)
{
foreach (var b in self.World.Queries.OwnedBy[self.Owner]
.WithTrait<Production>()
.Where(x => x.Trait.IsPrimary
&& (x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains(p))))
{
b.Trait.SetPrimaryProducer(b.Actor, false);
}
}
isPrimary = true;
var eva = self.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
Sound.PlayToPlayer(self.Owner,eva.PrimaryBuildingSelected);
}
}
}

View File

@@ -17,7 +17,6 @@ FACT:
AllowsBuildingRepair:
Production:
Produces: Building,Defense
EnablePrimary: false
Transforms:
IntoActor: mcv
Offset:1,1
@@ -160,6 +159,7 @@ PYLE:
Produces: Infantry
SpawnOffsets: -10,2, 7,7
ExitCells: 0,1, 1,1
PrimaryBuilding:
HAND:
Inherits: ^Building
@@ -188,6 +188,7 @@ HAND:
Produces: Infantry
SpawnOffsets: 12,24
ExitCells:1,2
PrimaryBuilding:
AFLD:
Inherits: ^Building
@@ -218,6 +219,8 @@ AFLD:
Produces: Vehicle
SpawnOffsets: -24,0
ExitCells:3,1
PrimaryBuilding:
WEAP:
Inherits: ^Building
Buildable:
@@ -247,6 +250,8 @@ WEAP:
Produces: Vehicle
SpawnOffsets: -8,-8
ExitCells: 0,2
PrimaryBuilding:
HQ:
RequiresPower:
CanPowerDown:
@@ -346,6 +351,7 @@ HPAD:
SpawnOffsets: 0,-6
ExitCells: 0,0
Produces: Plane
PrimaryBuilding:
BelowUnits:
Reservable:
RepairsUnits:

View File

@@ -81,6 +81,7 @@ SPEN:
SpawnOffsets: 0,-5, 0,-5, 0,0, 0,0
ExitCells: -1,2, 3,2, 0,0, 2,0
Produces: Ship
PrimaryBuilding:
IronCurtainable:
-EmitInfantryOnSell:
RepairsUnits:
@@ -115,6 +116,7 @@ SYRD:
Produces: Ship
SpawnOffsets: -25,23, 26,23, -22,-25, 23,-25
ExitCells: 0,2, 2,2, 0,0, 2,0
PrimaryBuilding:
IronCurtainable:
-EmitInfantryOnSell:
RepairsUnits:
@@ -451,6 +453,7 @@ WEAP:
SpawnOffsets: 5,0
ExitCells: 1,1
Produces: Vehicle
PrimaryBuilding:
IronCurtainable:
FACT:
@@ -468,7 +471,6 @@ FACT:
Bib:
Production:
Produces: Building,Defense
EnablePrimary: false
IronCurtainable:
Valued:
Cost: 2500
@@ -567,6 +569,7 @@ HPAD:
SpawnOffsets: 0,-6
ExitCells: 0,0
Produces: Plane
PrimaryBuilding:
BelowUnits:
Reservable:
IronCurtainable:
@@ -595,6 +598,7 @@ AFLD:
Produces: Plane
SpawnOffsets: 0,4
ExitCells: 1,1
PrimaryBuilding:
BelowUnits:
Reservable:
IronCurtainable:
@@ -697,6 +701,7 @@ BARR:
SpawnOffsets: -4,19, -17,15
ExitCells: 0,2, 0,2
Produces: Infantry
PrimaryBuilding:
IronCurtainable:
TENT:
@@ -726,6 +731,7 @@ TENT:
Produces: Infantry
SpawnOffsets: -1,19, -17,15
ExitCells: 0,2, 0,2
PrimaryBuilding:
IronCurtainable:
KENN:
@@ -750,6 +756,7 @@ KENN:
SpawnOffsets: 0,0
ExitCells: 0,0
Produces: Infantry
PrimaryBuilding:
IronCurtainable:
-EmitInfantryOnSell: