Merge pull request #9521 from pchote/produce-support
Implement actor-producing support powers
This commit is contained in:
@@ -709,6 +709,7 @@
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<Compile Include="Traits\ThrowsShrapnel.cs" />
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<Compile Include="Traits\World\MusicPlaylist.cs" />
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<Compile Include="Scripting\Global\LightingGlobal.cs" />
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<Compile Include="Traits\SupportPowers\ProduceActorPower.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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@@ -46,10 +46,10 @@ namespace OpenRA.Mods.Common.Traits
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this.info = info;
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}
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public override IOrderGenerator OrderGenerator(string order, SupportPowerManager manager)
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public override void SelectTarget(Actor self, string order, SupportPowerManager manager)
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{
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Game.Sound.PlayToPlayer(manager.Self.Owner, Info.SelectTargetSound);
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return new SelectTarget(Self.World, order, manager, this);
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self.World.OrderGenerator = new SelectUpgradeTarget(Self.World, order, manager, this);
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}
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public override void Activate(Actor self, Order order, SupportPowerManager manager)
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@@ -101,7 +101,7 @@ namespace OpenRA.Mods.Common.Traits
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});
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}
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class SelectTarget : IOrderGenerator
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class SelectUpgradeTarget : IOrderGenerator
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{
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readonly GrantUpgradePower power;
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readonly int range;
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@@ -109,7 +109,7 @@ namespace OpenRA.Mods.Common.Traits
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readonly SupportPowerManager manager;
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readonly string order;
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public SelectTarget(World world, string order, SupportPowerManager manager, GrantUpgradePower power)
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public SelectUpgradeTarget(World world, string order, SupportPowerManager manager, GrantUpgradePower power)
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{
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// Clear selection if using Left-Click Orders
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if (Game.Settings.Game.UseClassicMouseStyle)
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75
OpenRA.Mods.Common/Traits/SupportPowers/ProduceActorPower.cs
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75
OpenRA.Mods.Common/Traits/SupportPowers/ProduceActorPower.cs
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@@ -0,0 +1,75 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Produces an actor without using the standard production queue.")]
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public class ProduceActorPowerInfo : SupportPowerInfo
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{
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[ActorReference, FieldLoader.Require]
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[Desc("Actors to produce.")]
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public readonly string[] Actors = null;
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[FieldLoader.Require]
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[Desc("Production queue type to use")]
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public readonly string Type = null;
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[Desc("Notification played when production is activated.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string ReadyAudio = null;
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[Desc("Notification played when the exit is jammed.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string BlockedAudio = null;
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public override object Create(ActorInitializer init) { return new ProduceActorPower(init, this); }
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}
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public class ProduceActorPower : SupportPower
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{
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readonly string faction;
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public ProduceActorPower(ActorInitializer init, ProduceActorPowerInfo info)
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: base(init.Self, info)
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{
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faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : init.Self.Owner.Faction.InternalName;
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}
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public override void SelectTarget(Actor self, string order, SupportPowerManager manager)
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{
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self.World.IssueOrder(new Order(order, manager.Self, false));
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}
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public override void Activate(Actor self, Order order, SupportPowerManager manager)
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{
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base.Activate(self, order, manager);
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var info = Info as ProduceActorPowerInfo;
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var sp = self.TraitsImplementing<Production>()
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.FirstOrDefault(p => p.Info.Produces.Contains(info.Type));
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// TODO: The power should not reset if the production fails.
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// Fixing this will require a larger rework of the support power code
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var activated = false;
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if (sp != null)
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foreach (var name in info.Actors)
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activated |= sp.Produce(self, self.World.Map.Rules.Actors[name], faction);
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if (activated)
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Game.Sound.PlayNotification(self.World.Map.Rules, manager.Self.Owner, "Speech", info.ReadyAudio, self.Owner.Faction.InternalName);
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else
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Game.Sound.PlayNotification(self.World.Map.Rules, manager.Self.Owner, "Speech", info.BlockedAudio, self.Owner.Faction.InternalName);
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}
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}
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}
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@@ -81,6 +81,12 @@ namespace OpenRA.Mods.Common.Traits
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Game.Sound.PlayToPlayer(self.Owner, Info.EndChargeSound);
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}
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public virtual void SelectTarget(Actor self, string order, SupportPowerManager manager)
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{
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Game.Sound.PlayToPlayer(manager.Self.Owner, Info.SelectTargetSound);
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self.World.OrderGenerator = new SelectGenericPowerTarget(order, manager, info.Cursor, MouseButton.Left);
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}
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public virtual void Activate(Actor self, Order order, SupportPowerManager manager)
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{
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if (Info.DisplayRadarPing && manager.RadarPings != null)
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@@ -92,11 +98,5 @@ namespace OpenRA.Mods.Common.Traits
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Info.RadarPingDuration);
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}
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}
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public virtual IOrderGenerator OrderGenerator(string order, SupportPowerManager manager)
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{
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Game.Sound.PlayToPlayer(manager.Self.Owner, Info.SelectTargetSound);
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return new SelectGenericPowerTarget(order, manager, info.Cursor, MouseButton.Left);
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}
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}
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}
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@@ -222,7 +222,11 @@ namespace OpenRA.Mods.Common.Traits
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if (!Ready)
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return;
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manager.Self.World.OrderGenerator = Instances.First().OrderGenerator(key, manager);
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var power = Instances.FirstOrDefault();
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if (power == null)
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return;
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power.SelectTarget(power.Self, key, manager);
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}
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public void Activate(Order order)
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