Make walls work
This commit is contained in:
89
OpenRA.Game/Traits/Render/RenderBuildingWall.cs
Normal file
89
OpenRA.Game/Traits/Render/RenderBuildingWall.cs
Normal file
@@ -0,0 +1,89 @@
|
|||||||
|
#region Copyright & License Information
|
||||||
|
/*
|
||||||
|
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
|
||||||
|
* This file is part of OpenRA.
|
||||||
|
*
|
||||||
|
* OpenRA is free software: you can redistribute it and/or modify
|
||||||
|
* it under the terms of the GNU General Public License as published by
|
||||||
|
* the Free Software Foundation, either version 3 of the License, or
|
||||||
|
* (at your option) any later version.
|
||||||
|
*
|
||||||
|
* OpenRA is distributed in the hope that it will be useful,
|
||||||
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
* GNU General Public License for more details.
|
||||||
|
*
|
||||||
|
* You should have received a copy of the GNU General Public License
|
||||||
|
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
|
||||||
|
*/
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
|
namespace OpenRa.Traits
|
||||||
|
{
|
||||||
|
class RenderBuildingWallInfo : RenderBuildingInfo
|
||||||
|
{
|
||||||
|
public override object Create(Actor self) { return new RenderBuildingWall(self); }
|
||||||
|
}
|
||||||
|
|
||||||
|
class RenderBuildingWall : RenderBuilding
|
||||||
|
{
|
||||||
|
string seqName;
|
||||||
|
Actor self;
|
||||||
|
|
||||||
|
public RenderBuildingWall(Actor self)
|
||||||
|
: base(self)
|
||||||
|
{
|
||||||
|
seqName = "idle";
|
||||||
|
this.self = self;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Damaged(Actor self, AttackInfo e)
|
||||||
|
{
|
||||||
|
if (!e.DamageStateChanged) return;
|
||||||
|
|
||||||
|
switch (e.DamageState)
|
||||||
|
{
|
||||||
|
case DamageState.Normal:
|
||||||
|
seqName = "idle";
|
||||||
|
break;
|
||||||
|
case DamageState.Half:
|
||||||
|
seqName = "damaged-idle";
|
||||||
|
Sound.Play("kaboom1.aud");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Tick(Actor self)
|
||||||
|
{
|
||||||
|
base.Tick(self);
|
||||||
|
|
||||||
|
// TODO: This only needs updating when a wall is built or destroyed
|
||||||
|
int index = NearbyWalls( self.Location );
|
||||||
|
|
||||||
|
anim.PlayFetchIndex(seqName, () => index);
|
||||||
|
|
||||||
|
}
|
||||||
|
bool IsWall( int x, int y)
|
||||||
|
{
|
||||||
|
return self.World.Queries.WithTrait<Wall>().Any(a => (a.Actor.Info.Name == self.Info.Name && a.Actor.Location.X == x && a.Actor.Location.Y == y));
|
||||||
|
}
|
||||||
|
|
||||||
|
int NearbyWalls( int2 xy )
|
||||||
|
{
|
||||||
|
int ret = 0;
|
||||||
|
|
||||||
|
if( IsWall( xy.X, xy.Y - 1 ) )
|
||||||
|
ret |= 1;
|
||||||
|
if( IsWall( xy.X + 1, xy.Y ) )
|
||||||
|
ret |= 2;
|
||||||
|
if( IsWall( xy.X, xy.Y + 1 ) )
|
||||||
|
ret |= 4;
|
||||||
|
if( IsWall( xy.X - 1, xy.Y ) )
|
||||||
|
ret |= 8;
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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">
|
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
|
||||||
<PropertyGroup>
|
<PropertyGroup>
|
||||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||||
@@ -263,6 +263,8 @@
|
|||||||
<Compile Include="Orders\UnitOrderGenerator.cs" />
|
<Compile Include="Orders\UnitOrderGenerator.cs" />
|
||||||
<Compile Include="World.cs" />
|
<Compile Include="World.cs" />
|
||||||
<Compile Include="WorldUtils.cs" />
|
<Compile Include="WorldUtils.cs" />
|
||||||
|
<Compile Include="Traits\Wall.cs" />
|
||||||
|
<Compile Include="Traits\Render\RenderBuildingWall.cs" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\OpenRa.FileFormats\OpenRa.FileFormats.csproj">
|
<ProjectReference Include="..\OpenRa.FileFormats\OpenRa.FileFormats.csproj">
|
||||||
|
|||||||
32
OpenRa.Game/Traits/Wall.cs
Normal file
32
OpenRa.Game/Traits/Wall.cs
Normal file
@@ -0,0 +1,32 @@
|
|||||||
|
#region Copyright & License Information
|
||||||
|
/*
|
||||||
|
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
|
||||||
|
* This file is part of OpenRA.
|
||||||
|
*
|
||||||
|
* OpenRA is free software: you can redistribute it and/or modify
|
||||||
|
* it under the terms of the GNU General Public License as published by
|
||||||
|
* the Free Software Foundation, either version 3 of the License, or
|
||||||
|
* (at your option) any later version.
|
||||||
|
*
|
||||||
|
* OpenRA is distributed in the hope that it will be useful,
|
||||||
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
* GNU General Public License for more details.
|
||||||
|
*
|
||||||
|
* You should have received a copy of the GNU General Public License
|
||||||
|
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
|
||||||
|
*/
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using OpenRa.Effects;
|
||||||
|
using OpenRa.GameRules;
|
||||||
|
using OpenRa.Traits.Activities;
|
||||||
|
|
||||||
|
namespace OpenRa.Traits
|
||||||
|
{
|
||||||
|
public class WallInfo : StatelessTraitInfo<Wall> {}
|
||||||
|
public class Wall {}
|
||||||
|
}
|
||||||
@@ -2499,17 +2499,18 @@ BRIK:
|
|||||||
Buildable:
|
Buildable:
|
||||||
TechLevel: 8
|
TechLevel: 8
|
||||||
Prerequisites: fact
|
Prerequisites: fact
|
||||||
Owner: soviet
|
Owner: allies,soviet
|
||||||
Cost: 100
|
Cost: 100
|
||||||
Description: Concrete Wall
|
Description: Concrete Wall
|
||||||
LongDesc: Its a wall.
|
LongDesc: Its a wall.
|
||||||
Building:
|
Building:
|
||||||
Power: 0
|
Power: 0
|
||||||
Footprint: x
|
|
||||||
Dimensions: 1,1
|
|
||||||
Capturable: false
|
Capturable: false
|
||||||
Bib: no
|
Bib: no
|
||||||
HP: 1
|
HP: 1
|
||||||
Armor: none
|
Armor: none
|
||||||
Crewed: no
|
Crewed: no
|
||||||
Sight: 0
|
Sight: 0
|
||||||
|
Wall:
|
||||||
|
RenderBuildingWall:
|
||||||
|
-RenderBuilding:
|
||||||
@@ -860,8 +860,8 @@
|
|||||||
<sequence name="idle" start="0" facings="16" />
|
<sequence name="idle" start="0" facings="16" />
|
||||||
</unit>
|
</unit>
|
||||||
<unit name="brik">
|
<unit name="brik">
|
||||||
<sequence name="idle" start="15" />
|
<sequence name="idle" start="0" length="16" />
|
||||||
<sequence name="damaged-idle" start="31" />
|
<sequence name="damaged-idle" start="16" length="16" />
|
||||||
<sequence name="make" start="0" length="1" />
|
<sequence name="make" start="0" length="1" />
|
||||||
</unit>
|
</unit>
|
||||||
</sequences>
|
</sequences>
|
||||||
Reference in New Issue
Block a user