infantry deaths (handled by Corpse effect)

This commit is contained in:
Chris Forbes
2009-12-17 15:46:50 +13:00
parent 942cb08f51
commit 997ddecc03
9 changed files with 98 additions and 7 deletions

View File

@@ -106,7 +106,7 @@ namespace OpenRa.Game
public bool IsDead { get { return Health <= 0; } }
public void InflictDamage(Actor attacker, int damage)
public void InflictDamage(Actor attacker, int damage, WarheadInfo warhead)
{
/* todo: auto-retaliate, etc */
/* todo: death sequence for infantry based on inflictor */
@@ -138,7 +138,7 @@ namespace OpenRa.Game
}
foreach (var ndx in traits.WithInterface<INotifyDamageEx>())
ndx.Damaged(this, damage);
ndx.Damaged(this, damage, warhead);
}
public void QueueActivity( IActivity nextActivity )

View File

@@ -34,7 +34,7 @@ namespace OpenRa.Game
var hitActors = Game.FindUnitsInCircle(loc, maxSpread);
foreach (var victim in hitActors)
victim.InflictDamage(firedBy, (int)GetDamageToInflict(victim, loc, weapon, warhead));
victim.InflictDamage(firedBy, (int)GetDamageToInflict(victim, loc, weapon, warhead), warhead);
}
static float GetMaximumSpread(WeaponInfo weapon, WarheadInfo warhead)

View File

@@ -0,0 +1,32 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.Graphics;
namespace OpenRa.Game.Effects
{
class Corpse : IEffect
{
readonly Animation anim;
readonly float2 pos;
readonly Player owner;
public Corpse(Actor fromActor, int death)
{
anim = new Animation(fromActor.Info.Image ?? fromActor.Info.Name);
anim.PlayThen("die{0}".F(death + 1),
() => Game.world.AddFrameEndTask(w => w.Remove(this)));
pos = fromActor.CenterLocation;
owner = fromActor.Owner;
}
public void Tick() { anim.Tick(); }
public IEnumerable<Tuple<Sprite, float2, int>> Render()
{
yield return Tuple.New(anim.Image, pos - .5f * anim.Image.size, owner.Palette);
}
}
}

View File

@@ -80,6 +80,7 @@
<Compile Include="Chat.cs" />
<Compile Include="Chrome.cs" />
<Compile Include="Combat.cs" />
<Compile Include="Effects\Corpse.cs" />
<Compile Include="Effects\Smoke.cs" />
<Compile Include="Effects\TeslaZap.cs" />
<Compile Include="Exts.cs" />

View File

@@ -3,10 +3,12 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.Graphics;
using OpenRa.Game.GameRules;
using OpenRa.Game.Effects;
namespace OpenRa.Game.Traits
{
class RenderInfantry : RenderSimple, INotifyAttack
class RenderInfantry : RenderSimple, INotifyAttack, INotifyDamageEx
{
public RenderInfantry(Actor self)
: base(self)
@@ -57,5 +59,13 @@ namespace OpenRa.Game.Traits
{
yield return Util.Centered(self, anim.Image, self.CenterLocation);
}
public void Damaged(Actor self, int damage, WarheadInfo warhead)
{
if (self.Health <= 0)
Game.world.AddFrameEndTask(w => w.Add(new Corpse(self, warhead.InfDeath)));
}
public void Damaged(Actor self, DamageState ds) {}
}
}

View File

@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using OpenRa.Game.Graphics;
using OpenRa.Game.GameRules;
namespace OpenRa.Game.Traits
{
@@ -37,7 +38,7 @@ namespace OpenRa.Game.Traits
public void Damaged(Actor self, DamageState ds) { currentDs = ds; }
public void Damaged(Actor self, int damage)
public void Damaged(Actor self, int damage, WarheadInfo warhead)
{
if (currentDs != DamageState.Half) return;
if (!isSmoking)

View File

@@ -9,7 +9,7 @@ namespace OpenRa.Game.Traits
interface ITick { void Tick(Actor self); }
interface IRender { IEnumerable<Tuple<Sprite, float2, int>> Render(Actor self); }
interface INotifyDamage { void Damaged(Actor self, DamageState ds); }
interface INotifyDamageEx : INotifyDamage { void Damaged(Actor self, int damage); }
interface INotifyDamageEx : INotifyDamage { void Damaged(Actor self, int damage, WarheadInfo warhead); }
interface INotifyBuildComplete { void BuildingComplete (Actor self); }
interface IOrder
{

View File

@@ -205,7 +205,9 @@ namespace SequenceEditor
e.Graphics.DrawString(toolText, Font, Brushes.Black, toolPoint.Value.X, toolPoint.Value.Y);
}
Height = Math.Max( Parent.ClientSize.Height, y );
var newHeight = Math.Max( Parent.ClientSize.Height, y );
if (Height != newHeight)
Height = newHeight;
}
}

View File

@@ -349,6 +349,7 @@
<sequence name="die3" start="304" length="8" />
<sequence name="die4" start="312" length="12" />
<sequence name="die5" start="324" length="18" />
<sequence name="die6" start="0" length="14" src="electro" />
</unit>
<!-- build clock - hacked in -->
<unit name="clock">
@@ -415,6 +416,12 @@
<sequence name="shoot-5" start="104" length="8" />
<sequence name="shoot-6" start="112" length="8" />
<sequence name="shoot-7" start="120" length="8" />
<sequence name="die1" start="304" length="8" />
<sequence name="die2" start="312" length="8" />
<sequence name="die3" start="320" length="8" />
<sequence name="die4" start="328" length="12" />
<sequence name="die5" start="340" length="18" />
<sequence name="die6" start="0" length="14" src="electro" />
</unit>
<unit name="e6">
<sequence name="stand" start="0" length="8" />
@@ -432,6 +439,7 @@
<sequence name="die4" start="170" length="12" />
<sequence name="die5" start="182" length="18" />
<sequence name="run-5" start="46" length="8" />
<sequence name="die6" start="0" length="14" src="electro" />
</unit>
<unit name="ca">
<sequence name="idle" start="0" length="16" />
@@ -637,6 +645,12 @@
<sequence name="shoot-5" start="164" length="20" />
<sequence name="shoot-6" start="184" length="20" />
<sequence name="shoot-7" start="204" length="20" />
<sequence name="die1" start="416" length="8" />
<sequence name="die2" start="424" length="8" />
<sequence name="die3" start="432" length="8" />
<sequence name="die4" start="440" length="12" />
<sequence name="die5" start="452" length="18" />
<sequence name="die6" start="0" length="14" src="electro" />
</unit>
<unit name="bomb">
<sequence name="idle" start="0" length="8" />
@@ -651,6 +665,12 @@
<sequence name="run-5" start="38" length="6" />
<sequence name="run-6" start="44" length="6" />
<sequence name="run-7" start="50" length="6" />
<sequence name="die1" start="236" length="6" />
<sequence name="die2" start="242" length="9" />
<sequence name="die3" start="236" length="6" />
<sequence name="die4" start="242" length="9" />
<sequence name="die5" start="251" length="14" />
<sequence name="die6" start="0" length="17" src="electdog" />
</unit>
<unit name="missile">
<sequence name="idle" start="0" length="32" />
@@ -679,4 +699,29 @@
<sequence name="bright" start="0" length="4" />
<sequence name="dim" start="4" length="4" />
</unit>
<unit name="e7">
<sequence name="stand" start="0" length="8" />
<sequence name="run-0" start="8" length="6" />
<sequence name="run-1" start="14" length="6" />
<sequence name="run-2" start="20" length="6" />
<sequence name="run-3" start="26" length="6" />
<sequence name="run-4" start="32" length="6" />
<sequence name="run-5" start="38" length="6" />
<sequence name="run-6" start="44" length="6" />
<sequence name="run-7" start="50" length="6" />
<sequence name="shoot-0" start="56" length="7" />
<sequence name="shoot-1" start="63" length="7" />
<sequence name="shoot-2" start="70" length="7" />
<sequence name="shoot-3" start="77" length="7" />
<sequence name="shoot-4" start="84" length="7" />
<sequence name="shoot-5" start="91" length="7" />
<sequence name="shoot-6" start="98" length="7" />
<sequence name="shoot-7" start="105" length="7" />
<sequence name="die1" start="262" length="8" />
<sequence name="die2" start="270" length="8" />
<sequence name="die3" start="278" length="8" />
<sequence name="die4" start="286" length="12" />
<sequence name="die5" start="298" length="18" />
<sequence name="die6" start="0" length="14" src="electro" />
</unit>
</sequences>