Support a maximum building range (Fixes #2156).

This also implements support for a per-provider
cooldown between placing structures, allowing mods
with multiple structure queues to rate-limit
placement around a single provider.

An initial delay parameter is included to
support units that deploy into a base provider and
require an initial setup time (e.g. the Surveyor
unit from C&C TW).

The range and time restrictions are not applied to
walls as a balance choice.
This commit is contained in:
Paul Chote
2013-03-10 18:15:42 +13:00
parent 4dc5c4a871
commit 9127d0dcf4
7 changed files with 142 additions and 2 deletions

View File

@@ -0,0 +1,88 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 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 COPYING.
*/
#endregion
using System;
using System.Drawing;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Buildings
{
public class BaseProviderInfo : ITraitInfo
{
public readonly float Range = 10;
public readonly int Cooldown = 0;
public readonly int InitialDelay = 0;
public object Create(ActorInitializer init) { return new BaseProvider(init.self, this); }
}
public class BaseProvider : ITick, IPreRenderSelection, ISelectionBar
{
public readonly BaseProviderInfo Info;
DeveloperMode devMode;
Actor self;
int total;
int progress;
public BaseProvider(Actor self, BaseProviderInfo info)
{
Info = info;
this.self = self;
devMode = self.Owner.PlayerActor.Trait<DeveloperMode>();
progress = total = info.InitialDelay;
}
public void Tick(Actor self)
{
if (progress > 0)
progress--;
}
public void BeginCooldown()
{
progress = total = Info.Cooldown;
}
public bool Ready()
{
return devMode.FastBuild || progress == 0;
}
// Range circle
public void RenderBeforeWorld(WorldRenderer wr, Actor self)
{
// Visible to player and allies
if (self.World.RenderedPlayer != null && self.Owner.Stances[self.World.RenderedPlayer] != Stance.Ally)
return;
wr.DrawRangeCircleWithContrast(
Color.FromArgb(128, Ready() ? Color.White : Color.Red),
self.CenterLocation.ToFloat2(), Info.Range,
Color.FromArgb(96, Color.Black), 1);
}
// Selection bar
public float GetValue()
{
// Visible to player and allies
if (self.World.RenderedPlayer != null && self.Owner.Stances[self.World.RenderedPlayer] != Stance.Ally)
return 0f;
// Ready or delay disabled
if (progress == 0 || total == 0 || devMode.FastBuild)
return 0f;
return (float)progress / total;
}
public Color GetColor() { return Color.Purple; }
}
}

View File

@@ -31,17 +31,40 @@ namespace OpenRA.Mods.RA.Buildings
[Desc("x means space it blocks, _ is a part that is passable by actors.")]
public readonly string Footprint = "x";
public readonly int2 Dimensions = new int2(1, 1);
public readonly bool RequiresBaseProvider = false;
public readonly string[] BuildSounds = {"placbldg.aud", "build5.aud"};
public readonly string[] SellSounds = {"cashturn.aud"};
public object Create(ActorInitializer init) { return new Building(init, this); }
public PPos CenterLocation(CPos topLeft)
{
return (PPos)((2 * topLeft.ToInt2() + Dimensions) * Game.CellSize / 2);
}
bool HasBaseProvider(World world, Player p, CPos topLeft)
{
var center = CenterLocation(topLeft);
foreach (var bp in world.ActorsWithTrait<BaseProvider>())
{
if (bp.Actor.Owner.Stances[p] != Stance.Ally || !bp.Trait.Ready())
continue;
if (Combat.IsInRange(center, bp.Trait.Info.Range, bp.Actor.CenterLocation))
return true;
}
return false;
}
public bool IsCloseEnoughToBase(World world, Player p, string buildingName, CPos topLeft)
{
if (p.PlayerActor.Trait<DeveloperMode>().BuildAnywhere)
return true;
if (RequiresBaseProvider && !HasBaseProvider(world, p, topLeft))
return false;
var buildingMaxBounds = (CVec)Dimensions;
if (Rules.Info[buildingName].Traits.Contains<BibInfo>())
buildingMaxBounds += new CVec(0, 1);
@@ -103,7 +126,7 @@ namespace OpenRA.Mods.RA.Buildings
occupiedCells = FootprintUtils.UnpathableTiles( self.Info.Name, Info, TopLeft )
.Select(c => Pair.New(c, SubCell.FullCell)).ToArray();
pxPosition = (PPos) (( 2 * topLeft.ToInt2() + Info.Dimensions ) * Game.CellSize / 2);
pxPosition = Info.CenterLocation(topLeft);
}
public int GetPowerUsage()