Merge pull request #7570 from Mailaender/mods-common
Moved more traits to Mods.Common
This commit is contained in:
40
OpenRA.Mods.Common/Activities/DonateSupplies.cs
Normal file
40
OpenRA.Mods.Common/Activities/DonateSupplies.cs
Normal file
@@ -0,0 +1,40 @@
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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 OpenRA.Mods.Common.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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class DonateSupplies : Enter
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{
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readonly Actor target;
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readonly int payload;
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public DonateSupplies(Actor self, Actor target, int payload)
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: base(self, target)
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{
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this.target = target;
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this.payload = payload;
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}
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protected override void OnInside(Actor self)
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{
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if (target.IsDead)
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return;
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target.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(payload);
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self.Destroy();
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if (self.Owner.IsAlliedWith(self.World.RenderPlayer))
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self.World.AddFrameEndTask(w => w.Add(new FloatingText(target.CenterPosition, target.Owner.Color.RGB, FloatingText.FormatCashTick(payload), 30)));
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}
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}
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}
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@@ -95,6 +95,7 @@
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<Compile Include="Activities\CaptureActor.cs" />
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<Compile Include="Activities\DeliverResources.cs" />
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<Compile Include="Activities\Demolish.cs" />
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<Compile Include="Activities\DonateSupplies.cs" />
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<Compile Include="Activities\Enter.cs" />
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<Compile Include="Activities\EnterTransport.cs" />
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<Compile Include="Activities\ExternalCaptureActor.cs" />
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@@ -200,24 +201,27 @@
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<Compile Include="Scripting\Global\ReinforcementsGlobal.cs" />
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<Compile Include="Scripting\Global\TriggerGlobal.cs" />
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<Compile Include="Scripting\Global\UtilsGlobal.cs" />
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<Compile Include="Scripting\Properties\DiplomacyProperties.cs" />
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<Compile Include="Scripting\Properties\HealthProperties.cs" />
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<Compile Include="Scripting\Properties\PowerProperties.cs" />
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<Compile Include="Scripting\Properties\ResourceProperties.cs" />
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<Compile Include="Scripting\Properties\UpgradeProperties.cs" />
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<Compile Include="Scripting\Properties\AirstrikeProperties.cs" />
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<Compile Include="Scripting\Properties\ProductionProperties.cs" />
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<Compile Include="Scripting\Properties\CombatProperties.cs" />
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<Compile Include="Scripting\Properties\DiplomacyProperties.cs" />
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<Compile Include="Scripting\Properties\HarvesterProperties.cs" />
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<Compile Include="Scripting\Properties\HealthProperties.cs" />
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<Compile Include="Scripting\Properties\HelicopterProperties.cs" />
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<Compile Include="Scripting\Properties\GeneralProperties.cs" />
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<Compile Include="Scripting\Properties\GuardProperties.cs" />
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<Compile Include="Scripting\Properties\MissionObjectiveProperties.cs" />
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<Compile Include="Scripting\Properties\MobileProperties.cs" />
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<Compile Include="Scripting\Properties\GeneralProperties.cs" />
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<Compile Include="Scripting\Properties\CombatProperties.cs" />
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<Compile Include="Scripting\Properties\PlayerProperties.cs" />
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<Compile Include="Scripting\Properties\HelicopterProperties.cs" />
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<Compile Include="Scripting\Properties\PlaneProperties.cs" />
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<Compile Include="Scripting\Properties\TransformProperties.cs" />
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<Compile Include="Scripting\Properties\PlayerProperties.cs" />
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<Compile Include="Scripting\Properties\PowerProperties.cs" />
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<Compile Include="Scripting\Properties\ProductionProperties.cs" />
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<Compile Include="Scripting\Properties\RepairableBuildingProperties.cs" />
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<Compile Include="Scripting\Properties\GuardProperties.cs" />
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<Compile Include="Scripting\Properties\ResourceProperties.cs" />
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<Compile Include="Scripting\Properties\TransformProperties.cs" />
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<Compile Include="Scripting\Properties\TransportProperties.cs" />
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<Compile Include="Scripting\Properties\UpgradeProperties.cs" />
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<Compile Include="TraitsInterfaces.cs" />
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<Compile Include="Traits\AcceptsSupplies.cs" />
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<Compile Include="Traits\Air\Aircraft.cs" />
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<Compile Include="Traits\Air\AttackBomber.cs" />
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<Compile Include="Traits\Air\AttackHeli.cs" />
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@@ -235,6 +239,7 @@
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<Compile Include="Traits\Attack\AttackCharge.cs" />
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<Compile Include="Traits\Attack\AttackFollow.cs" />
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<Compile Include="Traits\Attack\AttackFrontal.cs" />
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<Compile Include="Traits\Attack\AttackGarrisoned.cs" />
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<Compile Include="Traits\Attack\AttackMedic.cs" />
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<Compile Include="Traits\Attack\AttackOmni.cs" />
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<Compile Include="Traits\Attack\AttackTurreted.cs" />
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@@ -271,6 +276,7 @@
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<Compile Include="Traits\Cargo.cs" />
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<Compile Include="Traits\CashTrickler.cs" />
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<Compile Include="Traits\Cloak.cs" />
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<Compile Include="Traits\CombatDebugOverlay.cs" />
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<Compile Include="Traits\Crates\Crate.cs" />
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<Compile Include="Traits\Crates\CrateAction.cs" />
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<Compile Include="Traits\Crates\DuplicateUnitCrateAction.cs" />
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@@ -285,32 +291,33 @@
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<Compile Include="Traits\Crates\RevealMapCrateAction.cs" />
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<Compile Include="Traits\Crates\SupportPowerCrateAction.cs" />
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<Compile Include="Traits\Crushable.cs" />
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<Compile Include="Traits\EmitInfantryOnSell.cs" />
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<Compile Include="Traits\ExternalCapturable.cs" />
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<Compile Include="Traits\ExternalCapturableBar.cs" />
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<Compile Include="Traits\ExternalCaptures.cs" />
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<Compile Include="Traits\Harvester.cs" />
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<Compile Include="Traits\IgnoresCloak.cs" />
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<Compile Include="Traits\IgnoresDisguise.cs" />
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<Compile Include="Traits\DetectCloaked.cs" />
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<Compile Include="Traits\EngineerRepair.cs" />
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<Compile Include="Traits\Explodes.cs" />
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<Compile Include="Traits\Guard.cs" />
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<Compile Include="Traits\Guardable.cs" />
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<Compile Include="Traits\GainsExperience.cs" />
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<Compile Include="Traits\GivesBounty.cs" />
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<Compile Include="Traits\GivesExperience.cs" />
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<Compile Include="Traits\Huntable.cs" />
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<Compile Include="Traits\CustomBuildTimeValue.cs" />
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<Compile Include="Traits\CustomSellValue.cs" />
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<Compile Include="Traits\Demolishable.cs" />
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<Compile Include="Traits\DetectCloaked.cs" />
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<Compile Include="Traits\EjectOnDeath.cs" />
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<Compile Include="Traits\EmitInfantryOnSell.cs" />
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<Compile Include="Traits\EngineerRepair.cs" />
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<Compile Include="Traits\Explodes.cs" />
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<Compile Include="Traits\ExternalCapturable.cs" />
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<Compile Include="Traits\ExternalCapturableBar.cs" />
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<Compile Include="Traits\ExternalCaptures.cs" />
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<Compile Include="Traits\GainsExperience.cs" />
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<Compile Include="Traits\GivesBounty.cs" />
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<Compile Include="Traits\GivesExperience.cs" />
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<Compile Include="Traits\GlobalUpgradable.cs" />
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<Compile Include="Traits\Guard.cs" />
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<Compile Include="Traits\Guardable.cs" />
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<Compile Include="Traits\Harvester.cs" />
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<Compile Include="Traits\Husk.cs" />
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<Compile Include="Traits\Huntable.cs" />
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<Compile Include="Traits\IgnoresCloak.cs" />
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<Compile Include="Traits\IgnoresDisguise.cs" />
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<Compile Include="Traits\Immobile.cs" />
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<Compile Include="Traits\Infantry\ScaredyCat.cs" />
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<Compile Include="Traits\Infantry\TakeCover.cs" />
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<Compile Include="Traits\Invulnerable.cs" />
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<Compile Include="Traits\Infantry\TerrainModifiesDamage.cs" />
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<Compile Include="Traits\Invulnerable.cs" />
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<Compile Include="Traits\JamsMissiles.cs" />
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<Compile Include="Traits\KillsSelf.cs" />
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<Compile Include="Traits\LimitedAmmo.cs" />
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@@ -368,18 +375,18 @@
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<Compile Include="Traits\Render\RenderHarvester.cs" />
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<Compile Include="Traits\Render\RenderInfantry.cs" />
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<Compile Include="Traits\Render\RenderNameTag.cs" />
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<Compile Include="Traits\Render\ProductionBar.cs" />
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<Compile Include="Traits\Render\RenderSimple.cs" />
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<Compile Include="Traits\Render\RenderSprites.cs" />
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<Compile Include="Traits\Render\RenderUnit.cs" />
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<Compile Include="Traits\Render\SupportPowerChargeBar.cs" />
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<Compile Include="Traits\Render\TimedUpgradeBar.cs" />
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<Compile Include="Traits\Render\WithBarrel.cs" />
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<Compile Include="Traits\Render\WithBuildingExplosion.cs" />
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<Compile Include="Traits\Render\RenderBuildingSilo.cs" />
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<Compile Include="Traits\Render\RenderBuildingWall.cs" />
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<Compile Include="Traits\Render\RenderDetectionCircle.cs" />
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<Compile Include="Traits\Render\RenderRangeCircle.cs" />
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<Compile Include="Traits\Render\ProductionBar.cs" />
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<Compile Include="Traits\Render\SupportPowerChargeBar.cs" />
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<Compile Include="Traits\Render\TimedUpgradeBar.cs" />
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<Compile Include="Traits\Render\WithBarrel.cs" />
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<Compile Include="Traits\Render\WithBuildingExplosion.cs" />
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<Compile Include="Traits\Render\WithActiveAnimation.cs" />
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<Compile Include="Traits\Render\WithBuildingPlacedAnimation.cs" />
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<Compile Include="Traits\Render\WithMakeAnimation.cs" />
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@@ -396,6 +403,9 @@
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<Compile Include="Traits\Render\WithShadow.cs" />
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<Compile Include="Traits\Render\WithSmoke.cs" />
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<Compile Include="Traits\Render\WithTurret.cs" />
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<Compile Include="Traits\Render\WithFire.cs" />
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<Compile Include="Traits\Render\WithBuildingPlacedOverlay.cs" />
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<Compile Include="Traits\Render\WithProductionOverlay.cs" />
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<Compile Include="Traits\Repairable.cs" />
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<Compile Include="Traits\RepairableNear.cs" />
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<Compile Include="Traits\RepairsBridges.cs" />
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@@ -411,6 +421,7 @@
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<Compile Include="Traits\Sound\AnnounceOnSeen.cs" />
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<Compile Include="Traits\Sound\DeathSounds.cs" />
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<Compile Include="Traits\Sound\SoundOnDamageTransition.cs" />
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<Compile Include="Traits\SupplyTruck.cs" />
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<Compile Include="Traits\SupportPowers\AirstrikePower.cs" />
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<Compile Include="Traits\SupportPowers\GrantUpgradePower.cs" />
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<Compile Include="Traits\SupportPowers\NukePower.cs" />
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@@ -421,6 +432,7 @@
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<Compile Include="Traits\ThrowsParticle.cs" />
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<Compile Include="Traits\Tooltip.cs" />
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<Compile Include="Traits\TransformOnCapture.cs" />
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<Compile Include="Traits\TransformOnPassenger.cs" />
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<Compile Include="Traits\Transforms.cs" />
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<Compile Include="Traits\Turreted.cs" />
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<Compile Include="Traits\Upgrades\DisableUpgrade.cs" />
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@@ -462,6 +474,8 @@
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<Compile Include="Traits\World\StartGameNotification.cs" />
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<Compile Include="Traits\World\TerrainGeometryOverlay.cs" />
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<Compile Include="UtilityCommands\ActorStatsExport.cs" />
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<Compile Include="UtilityCommands\CheckYaml.cs" />
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<Compile Include="UtilityCommands\CheckCodeStyle.cs" />
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<Compile Include="UtilityCommands\ConvertPngToShpCommand.cs" />
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<Compile Include="UtilityCommands\ConvertSpriteToPngCommand.cs" />
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<Compile Include="UtilityCommands\ExportCharacterSeparatedRules.cs" />
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@@ -476,6 +490,7 @@
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<Compile Include="UtilityCommands\ImportLegacyMapCommand.cs" />
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<Compile Include="UtilityCommands\LegacyMapImporter.cs" />
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<Compile Include="UtilityCommands\RemapShpCommand.cs" />
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<Compile Include="UtilityCommands\ReplayMetadataCommand.cs" />
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<Compile Include="UtilityCommands\UpgradeMapCommand.cs" />
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<Compile Include="UtilityCommands\UpgradeModCommand.cs" />
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<Compile Include="UtilityCommands\UpgradeRules.cs" />
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@@ -572,9 +587,6 @@
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<Compile Include="SpriteLoaders\ShpD2Loader.cs" />
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<Compile Include="LoadScreens\LogoStripeLoadScreen.cs" />
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<Compile Include="LoadScreens\BlankLoadScreen.cs" />
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<Compile Include="UtilityCommands\CheckYaml.cs" />
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<Compile Include="UtilityCommands\CheckCodeStyle.cs" />
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<Compile Include="UtilityCommands\ReplayMetadataCommand.cs" />
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<Compile Include="Widgets\Logic\ReplayUtils.cs" />
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<Compile Include="InstallUtils.cs" />
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<Compile Include="Graphics\DefaultSpriteSequence.cs" />
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@@ -0,0 +1,35 @@
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#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2015 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.
|
||||
*/
|
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#endregion
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Scripting
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{
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[ScriptPropertyGroup("Harvester")]
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public class HarvesterProperties : ScriptActorProperties, Requires<HarvesterInfo>
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{
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readonly Harvester harvester;
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public HarvesterProperties(ScriptContext context, Actor self)
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: base(context, self)
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{
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harvester = self.Trait<Harvester>();
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}
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[ScriptActorPropertyActivity]
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[Desc("Search for nearby resources and begin harvesting.")]
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public void FindResources()
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{
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harvester.ContinueHarvesting(Self);
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}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,46 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2015 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.Linq;
|
||||
using OpenRA.Mods.Common.Activities;
|
||||
using OpenRA.Mods.Common.Traits;
|
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using OpenRA.Scripting;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Scripting
|
||||
{
|
||||
[ScriptPropertyGroup("Transports")]
|
||||
public class TransportProperties : ScriptActorProperties, Requires<CargoInfo>
|
||||
{
|
||||
readonly Cargo cargo;
|
||||
|
||||
public TransportProperties(ScriptContext context, Actor self)
|
||||
: base(context, self)
|
||||
{
|
||||
cargo = self.Trait<Cargo>();
|
||||
}
|
||||
|
||||
[Desc("Specifies whether transport has any passengers.")]
|
||||
public bool HasPassengers { get { return cargo.Passengers.Any(); } }
|
||||
|
||||
[Desc("Teleport an existing actor inside this transport.")]
|
||||
public void LoadPassenger(Actor a) { cargo.Load(Self, a); }
|
||||
|
||||
[Desc("Remove the first actor from the transport. This actor is not added to the world.")]
|
||||
public Actor UnloadPassenger() { return cargo.Unload(Self); }
|
||||
|
||||
[ScriptActorPropertyActivity]
|
||||
[Desc("Command transport to unload passengers.")]
|
||||
public void UnloadPassengers()
|
||||
{
|
||||
Self.QueueActivity(new UnloadCargo(Self, true));
|
||||
}
|
||||
}
|
||||
}
|
||||
19
OpenRA.Mods.Common/Traits/AcceptsSupplies.cs
Normal file
19
OpenRA.Mods.Common/Traits/AcceptsSupplies.cs
Normal file
@@ -0,0 +1,19 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2015 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.Common.Traits
|
||||
{
|
||||
[Desc("Tag trait for `SupplyTruck` actors.")]
|
||||
class AcceptsSuppliesInfo : TraitInfo<AcceptsSupplies> { }
|
||||
|
||||
class AcceptsSupplies { }
|
||||
}
|
||||
195
OpenRA.Mods.Common/Traits/Attack/AttackGarrisoned.cs
Normal file
195
OpenRA.Mods.Common/Traits/Attack/AttackGarrisoned.cs
Normal file
@@ -0,0 +1,195 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2015 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.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Activities;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
public class FirePort
|
||||
{
|
||||
public WVec Offset;
|
||||
public WAngle Yaw;
|
||||
public WAngle Cone;
|
||||
}
|
||||
|
||||
[Desc("Cargo can fire their weapons out of fire ports.")]
|
||||
public class AttackGarrisonedInfo : AttackFollowInfo, Requires<CargoInfo>
|
||||
{
|
||||
[Desc("Fire port offsets in local coordinates.")]
|
||||
public readonly WVec[] PortOffsets = { };
|
||||
|
||||
[Desc("Fire port yaw angles.")]
|
||||
public readonly WAngle[] PortYaws = { };
|
||||
|
||||
[Desc("Fire port yaw cone angle.")]
|
||||
public readonly WAngle[] PortCones = { };
|
||||
|
||||
public readonly string MuzzlePalette = "effect";
|
||||
|
||||
public override object Create(ActorInitializer init) { return new AttackGarrisoned(init.Self, this); }
|
||||
}
|
||||
|
||||
public class AttackGarrisoned : AttackFollow, INotifyPassengerEntered, INotifyPassengerExited, IRender
|
||||
{
|
||||
public readonly FirePort[] Ports;
|
||||
|
||||
AttackGarrisonedInfo info;
|
||||
Lazy<IBodyOrientation> coords;
|
||||
List<Armament> armaments;
|
||||
List<AnimationWithOffset> muzzles;
|
||||
Dictionary<Actor, IFacing> paxFacing;
|
||||
Dictionary<Actor, IPositionable> paxPos;
|
||||
Dictionary<Actor, RenderSprites> paxRender;
|
||||
|
||||
public AttackGarrisoned(Actor self, AttackGarrisonedInfo info)
|
||||
: base(self, info)
|
||||
{
|
||||
this.info = info;
|
||||
coords = Exts.Lazy(() => self.Trait<IBodyOrientation>());
|
||||
armaments = new List<Armament>();
|
||||
muzzles = new List<AnimationWithOffset>();
|
||||
paxFacing = new Dictionary<Actor, IFacing>();
|
||||
paxPos = new Dictionary<Actor, IPositionable>();
|
||||
paxRender = new Dictionary<Actor, RenderSprites>();
|
||||
|
||||
getArmaments = () => armaments;
|
||||
|
||||
if (info.PortOffsets.Length == 0)
|
||||
throw new InvalidOperationException("PortOffsets must have at least one entry.");
|
||||
|
||||
if (info.PortYaws.Length != info.PortOffsets.Length)
|
||||
throw new InvalidOperationException("PortYaws must define an angle for each port.");
|
||||
|
||||
if (info.PortCones.Length != info.PortOffsets.Length)
|
||||
throw new InvalidOperationException("PortCones must define an angle for each port.");
|
||||
|
||||
var p = new List<FirePort>();
|
||||
for (var i = 0; i < info.PortOffsets.Length; i++)
|
||||
{
|
||||
p.Add(new FirePort
|
||||
{
|
||||
Offset = info.PortOffsets[i],
|
||||
Yaw = info.PortYaws[i],
|
||||
Cone = info.PortCones[i],
|
||||
});
|
||||
}
|
||||
|
||||
Ports = p.ToArray();
|
||||
}
|
||||
|
||||
public void PassengerEntered(Actor self, Actor passenger)
|
||||
{
|
||||
paxFacing.Add(passenger, passenger.Trait<IFacing>());
|
||||
paxPos.Add(passenger, passenger.Trait<IPositionable>());
|
||||
paxRender.Add(passenger, passenger.Trait<RenderSprites>());
|
||||
armaments.AddRange(
|
||||
passenger.TraitsImplementing<Armament>()
|
||||
.Where(a => info.Armaments.Contains(a.Info.Name)));
|
||||
}
|
||||
|
||||
public void PassengerExited(Actor self, Actor passenger)
|
||||
{
|
||||
paxFacing.Remove(passenger);
|
||||
paxPos.Remove(passenger);
|
||||
paxRender.Remove(passenger);
|
||||
armaments.RemoveAll(a => a.Actor == passenger);
|
||||
}
|
||||
|
||||
FirePort SelectFirePort(Actor self, WAngle targetYaw)
|
||||
{
|
||||
// Pick a random port that faces the target
|
||||
var bodyYaw = facing.Value != null ? WAngle.FromFacing(facing.Value.Facing) : WAngle.Zero;
|
||||
var indices = Enumerable.Range(0, Ports.Length).Shuffle(self.World.SharedRandom);
|
||||
foreach (var i in indices)
|
||||
{
|
||||
var yaw = bodyYaw + Ports[i].Yaw;
|
||||
var leftTurn = (yaw - targetYaw).Angle;
|
||||
var rightTurn = (targetYaw - yaw).Angle;
|
||||
if (Math.Min(leftTurn, rightTurn) <= Ports[i].Cone.Angle)
|
||||
return Ports[i];
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
WVec PortOffset(Actor self, FirePort p)
|
||||
{
|
||||
var bodyOrientation = coords.Value.QuantizeOrientation(self, self.Orientation);
|
||||
return coords.Value.LocalToWorld(p.Offset.Rotate(bodyOrientation));
|
||||
}
|
||||
|
||||
public override void DoAttack(Actor self, Target target)
|
||||
{
|
||||
if (!CanAttack(self, target))
|
||||
return;
|
||||
|
||||
var pos = self.CenterPosition;
|
||||
var targetYaw = WAngle.FromFacing(OpenRA.Traits.Util.GetFacing(target.CenterPosition - self.CenterPosition, 0));
|
||||
|
||||
foreach (var a in Armaments)
|
||||
{
|
||||
var port = SelectFirePort(self, targetYaw);
|
||||
if (port == null)
|
||||
return;
|
||||
|
||||
var muzzleFacing = targetYaw.Angle / 4;
|
||||
paxFacing[a.Actor].Facing = muzzleFacing;
|
||||
paxPos[a.Actor].SetVisualPosition(a.Actor, pos + PortOffset(self, port));
|
||||
|
||||
var barrel = a.CheckFire(a.Actor, facing.Value, target);
|
||||
if (barrel != null && a.Info.MuzzleSequence != null)
|
||||
{
|
||||
// Muzzle facing is fixed once the firing starts
|
||||
var muzzleAnim = new Animation(self.World, paxRender[a.Actor].GetImage(a.Actor), () => muzzleFacing);
|
||||
var sequence = a.Info.MuzzleSequence;
|
||||
|
||||
if (a.Info.MuzzleSplitFacings > 0)
|
||||
sequence += OpenRA.Traits.Util.QuantizeFacing(muzzleFacing, a.Info.MuzzleSplitFacings).ToString();
|
||||
|
||||
var muzzleFlash = new AnimationWithOffset(muzzleAnim,
|
||||
() => PortOffset(self, port),
|
||||
() => false,
|
||||
() => false,
|
||||
p => WithTurret.ZOffsetFromCenter(self, p, 1024));
|
||||
|
||||
muzzles.Add(muzzleFlash);
|
||||
muzzleAnim.PlayThen(sequence, () => muzzles.Remove(muzzleFlash));
|
||||
}
|
||||
|
||||
foreach (var npa in self.TraitsImplementing<INotifyAttack>())
|
||||
npa.Attacking(self, target, a, barrel);
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
|
||||
{
|
||||
var pal = wr.Palette(info.MuzzlePalette);
|
||||
|
||||
// Display muzzle flashes
|
||||
foreach (var m in muzzles)
|
||||
foreach (var r in m.Render(self, wr, pal, 1f))
|
||||
yield return r;
|
||||
}
|
||||
|
||||
public override void Tick(Actor self)
|
||||
{
|
||||
base.Tick(self);
|
||||
|
||||
// Take a copy so that Tick() can remove animations
|
||||
foreach (var m in muzzles.ToArray())
|
||||
m.Animation.Tick();
|
||||
}
|
||||
}
|
||||
}
|
||||
108
OpenRA.Mods.Common/Traits/CombatDebugOverlay.cs
Normal file
108
OpenRA.Mods.Common/Traits/CombatDebugOverlay.cs
Normal file
@@ -0,0 +1,108 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2015 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.Drawing;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Mods.Common.Effects;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Displays fireports, muzzle offsets, and hit areas in developer mode.")]
|
||||
public class CombatDebugOverlayInfo : ITraitInfo
|
||||
{
|
||||
public object Create(ActorInitializer init) { return new CombatDebugOverlay(init.Self); }
|
||||
}
|
||||
|
||||
public class CombatDebugOverlay : IPostRender, INotifyDamage
|
||||
{
|
||||
readonly DeveloperMode devMode;
|
||||
|
||||
Lazy<AttackBase> attack;
|
||||
Lazy<IBodyOrientation> coords;
|
||||
Lazy<Health> health;
|
||||
|
||||
public CombatDebugOverlay(Actor self)
|
||||
{
|
||||
attack = Exts.Lazy(() => self.TraitOrDefault<AttackBase>());
|
||||
coords = Exts.Lazy(() => self.Trait<IBodyOrientation>());
|
||||
health = Exts.Lazy(() => self.TraitOrDefault<Health>());
|
||||
|
||||
var localPlayer = self.World.LocalPlayer;
|
||||
devMode = localPlayer != null ? localPlayer.PlayerActor.Trait<DeveloperMode>() : null;
|
||||
}
|
||||
|
||||
public void RenderAfterWorld(WorldRenderer wr, Actor self)
|
||||
{
|
||||
if (devMode == null || !devMode.ShowCombatGeometry)
|
||||
return;
|
||||
|
||||
if (health.Value != null)
|
||||
wr.DrawRangeCircle(self.CenterPosition, health.Value.Info.Radius, Color.Red);
|
||||
|
||||
// No armaments to draw
|
||||
if (attack.Value == null)
|
||||
return;
|
||||
|
||||
var wlr = Game.Renderer.WorldLineRenderer;
|
||||
var c = Color.White;
|
||||
|
||||
// Fire ports on garrisonable structures
|
||||
var garrison = attack.Value as AttackGarrisoned;
|
||||
if (garrison != null)
|
||||
{
|
||||
var bodyOrientation = coords.Value.QuantizeOrientation(self, self.Orientation);
|
||||
foreach (var p in garrison.Ports)
|
||||
{
|
||||
var pos = self.CenterPosition + coords.Value.LocalToWorld(p.Offset.Rotate(bodyOrientation));
|
||||
var da = coords.Value.LocalToWorld(new WVec(224, 0, 0).Rotate(WRot.FromYaw(p.Yaw + p.Cone)).Rotate(bodyOrientation));
|
||||
var db = coords.Value.LocalToWorld(new WVec(224, 0, 0).Rotate(WRot.FromYaw(p.Yaw - p.Cone)).Rotate(bodyOrientation));
|
||||
|
||||
var o = wr.ScreenPosition(pos);
|
||||
var a = wr.ScreenPosition(pos + da * 224 / da.Length);
|
||||
var b = wr.ScreenPosition(pos + db * 224 / db.Length);
|
||||
wlr.DrawLine(o, a, c, c);
|
||||
wlr.DrawLine(o, b, c, c);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var a in attack.Value.Armaments)
|
||||
{
|
||||
foreach (var b in a.Barrels)
|
||||
{
|
||||
var muzzle = self.CenterPosition + a.MuzzleOffset(self, b);
|
||||
var dirOffset = new WVec(0, -224, 0).Rotate(a.MuzzleOrientation(self, b));
|
||||
|
||||
var sm = wr.ScreenPosition(muzzle);
|
||||
var sd = wr.ScreenPosition(muzzle + dirOffset);
|
||||
wlr.DrawLine(sm, sd, c, c);
|
||||
wr.DrawTargetMarker(c, sm);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Damaged(Actor self, AttackInfo e)
|
||||
{
|
||||
if (devMode == null || !devMode.ShowCombatGeometry || e.Damage == 0)
|
||||
return;
|
||||
|
||||
var health = self.TraitOrDefault<Health>();
|
||||
if (health == null)
|
||||
return;
|
||||
|
||||
var damageText = "{0} ({1}%)".F(-e.Damage, e.Damage * 100 / health.MaxHP);
|
||||
|
||||
self.World.AddFrameEndTask(w => w.Add(new FloatingText(self.CenterPosition, e.Attacker.Owner.Color.RGB, damageText, 30)));
|
||||
}
|
||||
}
|
||||
}
|
||||
75
OpenRA.Mods.Common/Traits/EjectOnDeath.cs
Normal file
75
OpenRA.Mods.Common/Traits/EjectOnDeath.cs
Normal file
@@ -0,0 +1,75 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2015 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.Mods.Common.Effects;
|
||||
using OpenRA.Primitives;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Eject a ground soldier or a paratrooper while in the air.")]
|
||||
public class EjectOnDeathInfo : TraitInfo<EjectOnDeath>
|
||||
{
|
||||
[ActorReference]
|
||||
public readonly string PilotActor = "E1";
|
||||
public readonly int SuccessRate = 50;
|
||||
public readonly string ChuteSound = "chute1.aud";
|
||||
public readonly bool EjectInAir = false;
|
||||
public readonly bool EjectOnGround = false;
|
||||
|
||||
[Desc("Risks stuck units when they don't have the Paratrooper trait.")]
|
||||
public readonly bool AllowUnsuitableCell = false;
|
||||
}
|
||||
|
||||
public class EjectOnDeath : INotifyKilled
|
||||
{
|
||||
public void Killed(Actor self, AttackInfo e)
|
||||
{
|
||||
if (self.Owner.WinState == WinState.Lost || !self.World.Map.Contains(self.Location))
|
||||
return;
|
||||
|
||||
var r = self.World.SharedRandom.Next(1, 100);
|
||||
var info = self.Info.Traits.Get<EjectOnDeathInfo>();
|
||||
|
||||
if (r <= 100 - info.SuccessRate)
|
||||
return;
|
||||
|
||||
var cp = self.CenterPosition;
|
||||
if ((cp.Z > 0 && !info.EjectInAir) || (cp.Z == 0 && !info.EjectOnGround))
|
||||
return;
|
||||
|
||||
var pilot = self.World.CreateActor(false, info.PilotActor.ToLowerInvariant(),
|
||||
new TypeDictionary { new OwnerInit(self.Owner), new LocationInit(self.Location) });
|
||||
|
||||
if (info.AllowUnsuitableCell || IsSuitableCell(self, pilot))
|
||||
{
|
||||
if (cp.Z > 0)
|
||||
{
|
||||
self.World.AddFrameEndTask(w => w.Add(new Parachute(pilot, cp)));
|
||||
Sound.Play(info.ChuteSound, cp);
|
||||
}
|
||||
else
|
||||
{
|
||||
self.World.AddFrameEndTask(w => w.Add(pilot));
|
||||
var pilotMobile = pilot.TraitOrDefault<Mobile>();
|
||||
if (pilotMobile != null)
|
||||
pilotMobile.Nudge(pilot, pilot, true);
|
||||
}
|
||||
}
|
||||
else
|
||||
pilot.Destroy();
|
||||
}
|
||||
|
||||
static bool IsSuitableCell(Actor self, Actor actorToDrop)
|
||||
{
|
||||
return actorToDrop.Trait<IPositionable>().CanEnterCell(self.Location, self, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,84 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2015 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.Graphics;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Rendered when the actor constructed a building.")]
|
||||
public class WithBuildingPlacedOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
|
||||
{
|
||||
[Desc("Sequence name to use")]
|
||||
public readonly string Sequence = "crane-overlay";
|
||||
|
||||
[Desc("Position relative to body")]
|
||||
public readonly WVec Offset = WVec.Zero;
|
||||
|
||||
[Desc("Custom palette name")]
|
||||
public readonly string Palette = null;
|
||||
|
||||
[Desc("Custom palette is a player palette BaseName")]
|
||||
public readonly bool IsPlayerPalette = false;
|
||||
|
||||
public object Create(ActorInitializer init) { return new WithBuildingPlacedOverlay(init.Self, this); }
|
||||
}
|
||||
|
||||
public class WithBuildingPlacedOverlay : INotifyBuildComplete, INotifySold, INotifyDamageStateChanged, INotifyBuildingPlaced, INotifyTransform
|
||||
{
|
||||
Animation overlay;
|
||||
bool buildComplete;
|
||||
|
||||
public WithBuildingPlacedOverlay(Actor self, WithBuildingPlacedOverlayInfo info)
|
||||
{
|
||||
var rs = self.Trait<RenderSprites>();
|
||||
var body = self.Trait<IBodyOrientation>();
|
||||
|
||||
buildComplete = !self.HasTrait<Building>(); // always render instantly for units
|
||||
|
||||
overlay = new Animation(self.World, rs.GetImage(self));
|
||||
overlay.Play(info.Sequence);
|
||||
rs.Add("crane_overlay_{0}".F(info.Sequence),
|
||||
new AnimationWithOffset(overlay,
|
||||
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
|
||||
() => !buildComplete),
|
||||
info.Palette, info.IsPlayerPalette);
|
||||
}
|
||||
|
||||
public void BuildingComplete(Actor self)
|
||||
{
|
||||
buildComplete = true;
|
||||
}
|
||||
|
||||
public void Sold(Actor self) { }
|
||||
public void Selling(Actor self)
|
||||
{
|
||||
buildComplete = false;
|
||||
}
|
||||
|
||||
public void BeforeTransform(Actor self)
|
||||
{
|
||||
buildComplete = false;
|
||||
}
|
||||
|
||||
public void OnTransform(Actor self) { }
|
||||
public void AfterTransform(Actor self) { }
|
||||
|
||||
public void DamageStateChanged(Actor self, AttackInfo e)
|
||||
{
|
||||
overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
|
||||
}
|
||||
|
||||
public void BuildingPlaced(Actor self)
|
||||
{
|
||||
overlay.Play(overlay.CurrentSequence.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
35
OpenRA.Mods.Common/Traits/Render/WithFire.cs
Normal file
35
OpenRA.Mods.Common/Traits/Render/WithFire.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2015 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.Graphics;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Renders a flame sprite on top of the actor.")]
|
||||
class WithFireInfo : ITraitInfo, Requires<RenderSpritesInfo>
|
||||
{
|
||||
public readonly string StartSequence = "fire-start";
|
||||
public readonly string LoopSequence = "fire-loop";
|
||||
|
||||
public object Create(ActorInitializer init) { return new WithFire(init.Self, this); }
|
||||
}
|
||||
|
||||
class WithFire
|
||||
{
|
||||
public WithFire(Actor self, WithFireInfo info)
|
||||
{
|
||||
var rs = self.Trait<RenderSprites>();
|
||||
var fire = new Animation(self.World, rs.GetImage(self));
|
||||
fire.PlayThen(info.StartSequence, () => fire.PlayRepeating(info.LoopSequence));
|
||||
rs.Add("fire", new AnimationWithOffset(fire, null, null, 1024));
|
||||
}
|
||||
}
|
||||
}
|
||||
101
OpenRA.Mods.Common/Traits/Render/WithProductionOverlay.cs
Normal file
101
OpenRA.Mods.Common/Traits/Render/WithProductionOverlay.cs
Normal file
@@ -0,0 +1,101 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2015 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.Graphics;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Renders an animation when the Production trait of the actor is activated.",
|
||||
"Works both with per player ClassicProductionQueue and per building ProductionQueue, but needs any of these.")]
|
||||
public class WithProductionOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
|
||||
{
|
||||
[Desc("Sequence name to use")]
|
||||
public readonly string Sequence = "production-overlay";
|
||||
|
||||
[Desc("Position relative to body")]
|
||||
public readonly WVec Offset = WVec.Zero;
|
||||
|
||||
[Desc("Custom palette name")]
|
||||
public readonly string Palette = null;
|
||||
|
||||
[Desc("Custom palette is a player palette BaseName")]
|
||||
public readonly bool IsPlayerPalette = false;
|
||||
|
||||
public object Create(ActorInitializer init) { return new WithProductionOverlay(init.Self, this); }
|
||||
}
|
||||
|
||||
public class WithProductionOverlay : INotifyDamageStateChanged, ITick, INotifyBuildComplete, INotifySold
|
||||
{
|
||||
Animation overlay;
|
||||
ProductionQueue queue;
|
||||
bool buildComplete;
|
||||
|
||||
bool IsProducing
|
||||
{
|
||||
get { return queue != null && queue.CurrentItem() != null && !queue.CurrentPaused; }
|
||||
}
|
||||
|
||||
public WithProductionOverlay(Actor self, WithProductionOverlayInfo info)
|
||||
{
|
||||
var rs = self.Trait<RenderSprites>();
|
||||
var body = self.Trait<IBodyOrientation>();
|
||||
|
||||
buildComplete = !self.HasTrait<Building>(); // always render instantly for units
|
||||
|
||||
overlay = new Animation(self.World, rs.GetImage(self));
|
||||
overlay.PlayRepeating(info.Sequence);
|
||||
rs.Add("production_overlay_{0}".F(info.Sequence),
|
||||
new AnimationWithOffset(overlay,
|
||||
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
|
||||
() => !IsProducing || !buildComplete),
|
||||
info.Palette, info.IsPlayerPalette);
|
||||
}
|
||||
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
// search for the queue here once so we don't rely on order of trait initialization
|
||||
if (queue == null)
|
||||
{
|
||||
var production = self.TraitOrDefault<Production>();
|
||||
|
||||
var perBuildingQueues = self.TraitsImplementing<ProductionQueue>();
|
||||
queue = perBuildingQueues.FirstOrDefault(q => q.Enabled && production.Info.Produces.Contains(q.Info.Type));
|
||||
|
||||
if (queue == null)
|
||||
{
|
||||
var perPlayerQueues = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>();
|
||||
queue = perPlayerQueues.FirstOrDefault(q => q.Enabled && production.Info.Produces.Contains(q.Info.Type));
|
||||
}
|
||||
|
||||
if (queue == null)
|
||||
throw new InvalidOperationException("Can't find production queues.");
|
||||
}
|
||||
}
|
||||
|
||||
public void BuildingComplete(Actor self)
|
||||
{
|
||||
buildComplete = true;
|
||||
}
|
||||
|
||||
public void Sold(Actor self) { }
|
||||
public void Selling(Actor self)
|
||||
{
|
||||
buildComplete = false;
|
||||
}
|
||||
|
||||
public void DamageStateChanged(Actor self, AttackInfo e)
|
||||
{
|
||||
overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
|
||||
}
|
||||
}
|
||||
}
|
||||
91
OpenRA.Mods.Common/Traits/SupplyTruck.cs
Normal file
91
OpenRA.Mods.Common/Traits/SupplyTruck.cs
Normal file
@@ -0,0 +1,91 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2015 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.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using OpenRA.Mods.Common.Activities;
|
||||
using OpenRA.Mods.Common.Orders;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Donate money to actors with the `AcceptSupplies` trait.")]
|
||||
class SupplyTruckInfo : ITraitInfo
|
||||
{
|
||||
[Desc("The amount of cash the owner recieves.")]
|
||||
public readonly int Payload = 500;
|
||||
public object Create(ActorInitializer init) { return new SupplyTruck(this); }
|
||||
}
|
||||
|
||||
class SupplyTruck : IIssueOrder, IResolveOrder, IOrderVoice
|
||||
{
|
||||
readonly SupplyTruckInfo info;
|
||||
|
||||
public SupplyTruck(SupplyTruckInfo info)
|
||||
{
|
||||
this.info = info;
|
||||
}
|
||||
|
||||
public IEnumerable<IOrderTargeter> Orders
|
||||
{
|
||||
get { yield return new SupplyTruckOrderTargeter(); }
|
||||
}
|
||||
|
||||
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
|
||||
{
|
||||
if (order.OrderID != "DeliverSupplies")
|
||||
return null;
|
||||
|
||||
if (target.Type == TargetType.FrozenActor)
|
||||
return new Order(order.OrderID, self, queued) { ExtraData = target.FrozenActor.ID };
|
||||
|
||||
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
|
||||
}
|
||||
|
||||
public string VoicePhraseForOrder(Actor self, Order order)
|
||||
{
|
||||
return "Move";
|
||||
}
|
||||
|
||||
public void ResolveOrder(Actor self, Order order)
|
||||
{
|
||||
if (order.OrderString != "DeliverSupplies")
|
||||
return;
|
||||
|
||||
var target = self.ResolveFrozenActorOrder(order, Color.Yellow);
|
||||
if (target.Type != TargetType.Actor)
|
||||
return;
|
||||
|
||||
if (!order.Queued)
|
||||
self.CancelActivity();
|
||||
|
||||
self.SetTargetLine(target, Color.Yellow);
|
||||
self.QueueActivity(new DonateSupplies(self, target.Actor, info.Payload));
|
||||
}
|
||||
|
||||
class SupplyTruckOrderTargeter : UnitOrderTargeter
|
||||
{
|
||||
public SupplyTruckOrderTargeter()
|
||||
: base("DeliverSupplies", 5, "enter", false, true)
|
||||
{
|
||||
}
|
||||
|
||||
public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
|
||||
{
|
||||
return target.HasTrait<AcceptsSupplies>();
|
||||
}
|
||||
|
||||
public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
|
||||
{
|
||||
return target.Info.Traits.Contains<AcceptsSuppliesInfo>();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
54
OpenRA.Mods.Common/Traits/TransformOnPassenger.cs
Normal file
54
OpenRA.Mods.Common/Traits/TransformOnPassenger.cs
Normal file
@@ -0,0 +1,54 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2015 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.Linq;
|
||||
using OpenRA.Mods.Common.Activities;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
public class TransformOnPassengerInfo : ITraitInfo
|
||||
{
|
||||
[ActorReference] public readonly string[] PassengerTypes = { };
|
||||
[ActorReference] public readonly string OnEnter = null;
|
||||
[ActorReference] public readonly string OnExit = null;
|
||||
public readonly bool SkipMakeAnims = false;
|
||||
public readonly bool BecomeNeutral = false;
|
||||
|
||||
public object Create(ActorInitializer init) { return new TransformOnPassenger(this); }
|
||||
}
|
||||
|
||||
public class TransformOnPassenger : INotifyPassengerEntered, INotifyPassengerExited
|
||||
{
|
||||
readonly TransformOnPassengerInfo info;
|
||||
|
||||
public TransformOnPassenger(TransformOnPassengerInfo info) { this.info = info; }
|
||||
|
||||
void MaybeTransform(Actor self, Actor passenger, string transformTo)
|
||||
{
|
||||
if (info.PassengerTypes.Contains(passenger.Info.Name) && transformTo != null)
|
||||
{
|
||||
self.World.AddFrameEndTask(w =>
|
||||
{
|
||||
var facing = self.TraitOrDefault<IFacing>();
|
||||
var transform = new Transform(self, transformTo) { SkipMakeAnims = info.SkipMakeAnims };
|
||||
if (facing != null) transform.Facing = facing.Facing;
|
||||
|
||||
self.CancelActivity();
|
||||
self.QueueActivity(transform);
|
||||
if (info.BecomeNeutral) self.ChangeOwner(self.World.WorldActor.Owner);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public void PassengerEntered(Actor self, Actor passenger) { MaybeTransform(self, passenger, info.OnEnter); }
|
||||
public void PassengerExited(Actor self, Actor passenger) { MaybeTransform(self, passenger, info.OnExit); }
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user