Make walls work

This commit is contained in:
pchote
2010-02-27 01:38:00 +13:00
parent 20c144518c
commit 9652434a3e
5 changed files with 130 additions and 6 deletions

View 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;
}
}
}

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>
@@ -263,6 +263,8 @@
<Compile Include="Orders\UnitOrderGenerator.cs" />
<Compile Include="World.cs" />
<Compile Include="WorldUtils.cs" />
<Compile Include="Traits\Wall.cs" />
<Compile Include="Traits\Render\RenderBuildingWall.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRa.FileFormats\OpenRa.FileFormats.csproj">

View 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 {}
}

View File

@@ -2499,17 +2499,18 @@ BRIK:
Buildable:
TechLevel: 8
Prerequisites: fact
Owner: soviet
Owner: allies,soviet
Cost: 100
Description: Concrete Wall
LongDesc: Its a wall.
Building:
Power: 0
Footprint: x
Dimensions: 1,1
Capturable: false
Bib: no
HP: 1
Armor: none
Crewed: no
Sight: 0
Wall:
RenderBuildingWall:
-RenderBuilding:

View File

@@ -860,8 +860,8 @@
<sequence name="idle" start="0" facings="16" />
</unit>
<unit name="brik">
<sequence name="idle" start="15" />
<sequence name="damaged-idle" start="31" />
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
<sequence name="make" start="0" length="1" />
</unit>
</sequences>