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:
88
OpenRA.Mods.RA/Buildings/BaseProvider.cs
Executable file
88
OpenRA.Mods.RA/Buildings/BaseProvider.cs
Executable file
@@ -0,0 +1,88 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Drawing;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Buildings
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{
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public class BaseProviderInfo : ITraitInfo
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{
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public readonly float Range = 10;
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public readonly int Cooldown = 0;
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public readonly int InitialDelay = 0;
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public object Create(ActorInitializer init) { return new BaseProvider(init.self, this); }
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}
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public class BaseProvider : ITick, IPreRenderSelection, ISelectionBar
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{
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public readonly BaseProviderInfo Info;
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DeveloperMode devMode;
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Actor self;
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int total;
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int progress;
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public BaseProvider(Actor self, BaseProviderInfo info)
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{
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Info = info;
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this.self = self;
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devMode = self.Owner.PlayerActor.Trait<DeveloperMode>();
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progress = total = info.InitialDelay;
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}
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public void Tick(Actor self)
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{
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if (progress > 0)
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progress--;
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}
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public void BeginCooldown()
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{
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progress = total = Info.Cooldown;
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}
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public bool Ready()
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{
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return devMode.FastBuild || progress == 0;
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}
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// Range circle
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public void RenderBeforeWorld(WorldRenderer wr, Actor self)
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{
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// Visible to player and allies
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if (self.World.RenderedPlayer != null && self.Owner.Stances[self.World.RenderedPlayer] != Stance.Ally)
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return;
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wr.DrawRangeCircleWithContrast(
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Color.FromArgb(128, Ready() ? Color.White : Color.Red),
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self.CenterLocation.ToFloat2(), Info.Range,
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Color.FromArgb(96, Color.Black), 1);
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}
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// Selection bar
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public float GetValue()
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{
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// Visible to player and allies
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if (self.World.RenderedPlayer != null && self.Owner.Stances[self.World.RenderedPlayer] != Stance.Ally)
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return 0f;
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// Ready or delay disabled
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if (progress == 0 || total == 0 || devMode.FastBuild)
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return 0f;
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return (float)progress / total;
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}
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public Color GetColor() { return Color.Purple; }
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}
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}
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@@ -31,17 +31,40 @@ namespace OpenRA.Mods.RA.Buildings
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[Desc("x means space it blocks, _ is a part that is passable by actors.")]
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public readonly string Footprint = "x";
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public readonly int2 Dimensions = new int2(1, 1);
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public readonly bool RequiresBaseProvider = false;
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public readonly string[] BuildSounds = {"placbldg.aud", "build5.aud"};
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public readonly string[] SellSounds = {"cashturn.aud"};
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public object Create(ActorInitializer init) { return new Building(init, this); }
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public PPos CenterLocation(CPos topLeft)
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{
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return (PPos)((2 * topLeft.ToInt2() + Dimensions) * Game.CellSize / 2);
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}
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bool HasBaseProvider(World world, Player p, CPos topLeft)
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{
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var center = CenterLocation(topLeft);
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foreach (var bp in world.ActorsWithTrait<BaseProvider>())
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{
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if (bp.Actor.Owner.Stances[p] != Stance.Ally || !bp.Trait.Ready())
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continue;
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if (Combat.IsInRange(center, bp.Trait.Info.Range, bp.Actor.CenterLocation))
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return true;
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}
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return false;
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}
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public bool IsCloseEnoughToBase(World world, Player p, string buildingName, CPos topLeft)
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{
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if (p.PlayerActor.Trait<DeveloperMode>().BuildAnywhere)
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return true;
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if (RequiresBaseProvider && !HasBaseProvider(world, p, topLeft))
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return false;
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var buildingMaxBounds = (CVec)Dimensions;
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if (Rules.Info[buildingName].Traits.Contains<BibInfo>())
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buildingMaxBounds += new CVec(0, 1);
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@@ -103,7 +126,7 @@ namespace OpenRA.Mods.RA.Buildings
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occupiedCells = FootprintUtils.UnpathableTiles( self.Info.Name, Info, TopLeft )
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.Select(c => Pair.New(c, SubCell.FullCell)).ToArray();
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pxPosition = (PPos) (( 2 * topLeft.ToInt2() + Info.Dimensions ) * Game.CellSize / 2);
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pxPosition = Info.CenterLocation(topLeft);
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}
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public int GetPowerUsage()
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@@ -422,6 +422,7 @@
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<Compile Include="Infiltrates.cs" />
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<Compile Include="Armament.cs" />
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<Compile Include="DebugMuzzlePositions.cs" />
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<Compile Include="Buildings\BaseProvider.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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@@ -80,6 +80,22 @@ namespace OpenRA.Mods.RA
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queue.FinishProduction();
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if (buildingInfo.RequiresBaseProvider)
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{
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var center = buildingInfo.CenterLocation(order.TargetLocation);
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foreach (var bp in w.ActorsWithTrait<BaseProvider>())
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{
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if (bp.Actor.Owner.Stances[self.Owner] != Stance.Ally || !bp.Trait.Ready())
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continue;
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if (Combat.IsInRange(center, bp.Trait.Info.Range, bp.Actor.CenterLocation))
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{
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bp.Trait.BeginCooldown();
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break;
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}
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}
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}
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if (GetNumBuildables(self.Owner) > prevItems)
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w.Add(new DelayedAction(10,
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() => Sound.PlayNotification(order.Player, "Speech", "NewOptions", order.Player.Country.Race)));
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@@ -19,7 +19,7 @@ using OpenRA.Mods.RA.Activities;
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namespace OpenRA.Mods.RA.Render
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{
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public class RenderBuildingInfo : RenderSimpleInfo
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public class RenderBuildingInfo : RenderSimpleInfo, Requires<BuildingInfo>, IPlaceBuildingDecoration
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{
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public readonly bool HasMakeAnimation = true;
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public readonly float2 Origin = float2.Zero;
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@@ -30,6 +30,15 @@ namespace OpenRA.Mods.RA.Render
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return base.RenderPreview(building, pr)
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.Select(a => a.WithPos(a.Pos + building.Traits.Get<RenderBuildingInfo>().Origin));
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}
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public void Render(WorldRenderer wr, World w, ActorInfo ai, PPos centerLocation)
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{
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if (!ai.Traits.Get<BuildingInfo>().RequiresBaseProvider)
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return;
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foreach (var a in w.ActorsWithTrait<BaseProvider>())
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a.Trait.RenderBeforeWorld(wr, a.Actor);
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}
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}
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public class RenderBuilding : RenderSimple, INotifyDamageStateChanged, IRenderModifier
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@@ -232,6 +232,7 @@
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RepairPercent: 40
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RepairStep: 14
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Building:
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RequiresBaseProvider: true
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Dimensions: 1,1
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Footprint: x
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BuildSounds: constru2.aud, hvydoor1.aud
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@@ -45,6 +45,8 @@ FACT:
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ReadyAudio: ConstructionComplete
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BaseBuilding:
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ProductionBar:
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BaseProvider:
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Cooldown: 200
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NUKE:
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Inherits: ^Building
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