Move some Building traits and related elements to Mods.Common
This commit is contained in:
@@ -14,6 +14,7 @@ using System.Linq;
|
||||
using OpenRA.Effects;
|
||||
using OpenRA.GameRules;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Mods.Common.Traits;
|
||||
using OpenRA.Primitives;
|
||||
using OpenRA.Traits;
|
||||
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using OpenRA.Mods.Common.Traits;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Traits
|
||||
|
||||
50
OpenRA.Mods.RA/Traits/Buildings/ClonesProducedUnits.cs
Normal file
50
OpenRA.Mods.RA/Traits/Buildings/ClonesProducedUnits.cs
Normal file
@@ -0,0 +1,50 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Traits
|
||||
{
|
||||
[Desc("Creates a free duplicate of produced units.")]
|
||||
public class ClonesProducedUnitsInfo : ITraitInfo, Requires<ProductionInfo>, Requires<ExitInfo>
|
||||
{
|
||||
[Desc("Uses the \"Cloneable\" trait to determine whether or not we should clone a produced unit.")]
|
||||
public readonly string[] CloneableTypes = { };
|
||||
|
||||
public object Create(ActorInitializer init) { return new ClonesProducedUnits(init.self, this); }
|
||||
}
|
||||
|
||||
public class ClonesProducedUnits : INotifyOtherProduction
|
||||
{
|
||||
readonly ClonesProducedUnitsInfo info;
|
||||
readonly Production production;
|
||||
|
||||
public ClonesProducedUnits(Actor self, ClonesProducedUnitsInfo info)
|
||||
{
|
||||
this.info = info;
|
||||
production = self.Trait<Production>();
|
||||
}
|
||||
|
||||
public void UnitProducedByOther(Actor self, Actor producer, Actor produced)
|
||||
{
|
||||
// No recursive cloning!
|
||||
if (producer.Owner != self.Owner || producer.HasTrait<ClonesProducedUnits>())
|
||||
return;
|
||||
|
||||
var ci = produced.Info.Traits.GetOrDefault<CloneableInfo>();
|
||||
if (ci == null || !info.CloneableTypes.Intersect(ci.Types).Any())
|
||||
return;
|
||||
|
||||
production.Produce(self, produced.Info, self.Owner.Country.Race);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,72 +0,0 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using OpenRA.Activities;
|
||||
using OpenRA.Primitives;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Traits
|
||||
{
|
||||
[Desc("Player recives a unit for free once the building is placed. This also works for structures.",
|
||||
"If you want more than one unit to appear copy this section and assign IDs like FreeActor@2, ...")]
|
||||
public class FreeActorInfo : ITraitInfo
|
||||
{
|
||||
[ActorReference]
|
||||
[Desc("Name of actor (use HARV if this trait is for refineries)")]
|
||||
public readonly string Actor = null;
|
||||
[Desc("What the unit should start doing. Warning: If this is not a harvester", "it will break if you use FindResources.")]
|
||||
public readonly string InitialActivity = null;
|
||||
[Desc("Offset relative to structure-center in 2D (e.g. 1, 2)")]
|
||||
public readonly CVec SpawnOffset = CVec.Zero;
|
||||
[Desc("Which direction the unit should face.")]
|
||||
public readonly int Facing = 0;
|
||||
|
||||
public object Create( ActorInitializer init ) { return new FreeActor(init, this); }
|
||||
}
|
||||
|
||||
public class FreeActor
|
||||
{
|
||||
public FreeActor(ActorInitializer init, FreeActorInfo info)
|
||||
{
|
||||
if (init.Contains<FreeActorInit>() && !init.Get<FreeActorInit>().value)
|
||||
return;
|
||||
|
||||
init.self.World.AddFrameEndTask(w =>
|
||||
{
|
||||
var a = w.CreateActor(info.Actor, new TypeDictionary
|
||||
{
|
||||
new ParentActorInit(init.self),
|
||||
new LocationInit(init.self.Location + info.SpawnOffset),
|
||||
new OwnerInit(init.self.Owner),
|
||||
new FacingInit(info.Facing),
|
||||
});
|
||||
|
||||
if (info.InitialActivity != null)
|
||||
a.QueueActivity(Game.CreateObject<Activity>(info.InitialActivity));
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public class FreeActorInit : IActorInit<bool>
|
||||
{
|
||||
[FieldFromYamlKey]
|
||||
public readonly bool value = true;
|
||||
public FreeActorInit() { }
|
||||
public FreeActorInit(bool init) { value = init; }
|
||||
public bool Value(World world) { return value; }
|
||||
}
|
||||
|
||||
public class ParentActorInit : IActorInit<Actor>
|
||||
{
|
||||
public readonly Actor value;
|
||||
public ParentActorInit(Actor parent) { value = parent; }
|
||||
public Actor Value(World world) { return value; }
|
||||
}
|
||||
}
|
||||
@@ -13,6 +13,7 @@ using System.Linq;
|
||||
using OpenRA.Activities;
|
||||
using OpenRA.Mods.Common.Activities;
|
||||
using OpenRA.Mods.Common.Effects;
|
||||
using OpenRA.Mods.Common.Traits;
|
||||
using OpenRA.Mods.RA.Activities;
|
||||
using OpenRA.Traits;
|
||||
|
||||
|
||||
127
OpenRA.Mods.RA/Traits/Buildings/RepairableBuilding.cs
Normal file
127
OpenRA.Mods.RA/Traits/Buildings/RepairableBuilding.cs
Normal file
@@ -0,0 +1,127 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Mods.RA.Effects;
|
||||
using OpenRA.Mods.Common.Traits;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Traits
|
||||
{
|
||||
[Desc("Building can be repaired by the repair button.")]
|
||||
public class RepairableBuildingInfo : UpgradableTraitInfo, ITraitInfo, Requires<HealthInfo>
|
||||
{
|
||||
public readonly int RepairPercent = 20;
|
||||
public readonly int RepairInterval = 24;
|
||||
public readonly int RepairStep = 7;
|
||||
public readonly int[] RepairBonuses = { 100, 150, 175, 200, 220, 240, 260, 280, 300 };
|
||||
public readonly bool CancelWhenDisabled = false;
|
||||
|
||||
public readonly string IndicatorPalettePrefix = "player";
|
||||
|
||||
public object Create(ActorInitializer init) { return new RepairableBuilding(init.self, this); }
|
||||
}
|
||||
|
||||
public class RepairableBuilding : UpgradableTrait<RepairableBuildingInfo>, ITick
|
||||
{
|
||||
[Sync]
|
||||
public int RepairersHash { get { return Repairers.Aggregate(0, (code, player) => code ^ Sync.hash_player(player)); } }
|
||||
public List<Player> Repairers = new List<Player>();
|
||||
|
||||
Health Health;
|
||||
public bool RepairActive = false;
|
||||
|
||||
public RepairableBuilding(Actor self, RepairableBuildingInfo info)
|
||||
: base (info)
|
||||
{
|
||||
Health = self.Trait<Health>();
|
||||
}
|
||||
|
||||
public void RepairBuilding(Actor self, Player player)
|
||||
{
|
||||
if (!IsTraitDisabled && self.AppearsFriendlyTo(player.PlayerActor))
|
||||
{
|
||||
// If the player won't affect the repair, we won't add him
|
||||
if (!Repairers.Remove(player) && Repairers.Count < Info.RepairBonuses.Length)
|
||||
{
|
||||
Repairers.Add(player);
|
||||
Sound.PlayNotification(self.World.Map.Rules, player, "Speech", "Repairing", player.Country.Race);
|
||||
|
||||
self.World.AddFrameEndTask(w =>
|
||||
{
|
||||
if (!self.IsDead)
|
||||
w.Add(new RepairIndicator(self, Info.IndicatorPalettePrefix));
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int remainingTicks;
|
||||
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
if (IsTraitDisabled)
|
||||
{
|
||||
if (RepairActive && Info.CancelWhenDisabled)
|
||||
{
|
||||
Repairers.Clear();
|
||||
RepairActive = false;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (remainingTicks == 0)
|
||||
{
|
||||
Repairers = Repairers.Where(player => player.WinState == WinState.Undefined
|
||||
&& player.Stances[self.Owner] == Stance.Ally).ToList();
|
||||
|
||||
// If after the previous operation there's no repairers left, stop
|
||||
if (!Repairers.Any()) return;
|
||||
var buildingValue = self.GetSellValue();
|
||||
|
||||
// The cost is the same regardless of the amount of people repairing
|
||||
var hpToRepair = Math.Min(Info.RepairStep, Health.MaxHP - Health.HP);
|
||||
var cost = Math.Max(1, (hpToRepair * Info.RepairPercent * buildingValue) / (Health.MaxHP * 100));
|
||||
|
||||
// TakeCash will return false if the player can't pay, and will stop him from contributing this Tick
|
||||
var activePlayers = Repairers.Count(player => player.PlayerActor.Trait<PlayerResources>().TakeCash(cost));
|
||||
|
||||
RepairActive = activePlayers > 0;
|
||||
|
||||
if (!RepairActive)
|
||||
{
|
||||
remainingTicks = 1;
|
||||
return;
|
||||
}
|
||||
|
||||
// Bonus is applied after finding players who can pay
|
||||
|
||||
// activePlayers won't cause IndexOutOfRange because we capped the max amount of players
|
||||
// to the length of the array
|
||||
self.InflictDamage(self, -(hpToRepair * Info.RepairBonuses[activePlayers - 1] / 100), null);
|
||||
|
||||
if (Health.DamageState == DamageState.Undamaged)
|
||||
{
|
||||
Repairers.Clear();
|
||||
RepairActive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
remainingTicks = Info.RepairInterval;
|
||||
}
|
||||
else
|
||||
--remainingTicks;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,23 +0,0 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Traits
|
||||
{
|
||||
public class RepairsUnitsInfo : TraitInfo<RepairsUnits>
|
||||
{
|
||||
public readonly int ValuePercentage = 20; // charge 20% of the unit value to fully repair
|
||||
public readonly int HpPerStep = 10;
|
||||
public readonly int Interval = 24; // Ticks
|
||||
}
|
||||
|
||||
public class RepairsUnits { }
|
||||
}
|
||||
@@ -10,6 +10,7 @@
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Mods.Common.Traits;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Traits
|
||||
|
||||
Reference in New Issue
Block a user