Merge pull request #5134 from Mailaender/production-overlay

Fixed welding animations playing when there are no vehicles produced
This commit is contained in:
Paul Chote
2014-04-21 01:27:42 +12:00
8 changed files with 157 additions and 63 deletions

View File

@@ -83,6 +83,7 @@
<Compile Include="FogPaletteFromR8.cs" />
<Compile Include="DamagedWithoutFoundation.cs" />
<Compile Include="Render\WithBuildingPlacedOverlayInfo.cs" />
<Compile Include="Render\WithProductionOverlay.cs" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<PropertyGroup>

View File

@@ -0,0 +1,95 @@
#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.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
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;
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(rs.GetImage(self));
overlay.PlayRepeating(info.Sequence);
rs.anims.Add("production_overlay_{0}".F(info.Sequence),
new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !IsProducing || !buildComplete));
}
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 => production.Info.Produces.Contains(q.Info.Type));
if (queue == null)
{
var perPlayerQueues = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>();
queue = perPlayerQueues.FirstOrDefault(q => 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));
}
}
}

View File

@@ -203,9 +203,9 @@ namespace OpenRA.Mods.RA
Queue[ 0 ].Tick(playerResources);
}
public void ResolveOrder( Actor self, Order order )
public void ResolveOrder(Actor self, Order order)
{
switch( order.OrderString )
switch(order.OrderString)
{
case "StartProduction":
{
@@ -233,11 +233,9 @@ namespace OpenRA.Mods.RA
{
bool hasPlayedSound = false;
BeginProduction(new ProductionItem(this, order.TargetString, cost, PlayerPower,
() => self.World.AddFrameEndTask(
_ =>
() => self.World.AddFrameEndTask(_ =>
{
var isBuilding = unit.Traits.Contains<BuildingInfo>();
if (isBuilding && !hasPlayedSound)
{
hasPlayedSound = Sound.PlayNotification(self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
@@ -257,13 +255,13 @@ namespace OpenRA.Mods.RA
}
case "PauseProduction":
{
if( Queue.Count > 0 && Queue[0].Item == order.TargetString )
if (Queue.Count > 0 && Queue[0].Item == order.TargetString)
Queue[0].Paused = ( order.TargetLocation.X != 0 );
break;
}
case "CancelProduction":
{
CancelProduction(order.TargetString,order.TargetLocation.X);
CancelProduction(order.TargetString, order.TargetLocation.X);
break;
}
}
@@ -309,14 +307,14 @@ namespace OpenRA.Mods.RA
Queue.RemoveAt(0);
}
protected void BeginProduction( ProductionItem item )
protected void BeginProduction(ProductionItem item)
{
Queue.Add(item);
}
// Builds a unit from the actor that holds this queue (1 queue per building)
// Returns false if the unit can't be built
protected virtual bool BuildUnit( string name )
protected virtual bool BuildUnit(string name)
{
// Cannot produce if i'm dead
if (!self.IsInWorld || self.IsDead())
@@ -326,7 +324,7 @@ namespace OpenRA.Mods.RA
}
var sp = self.TraitsImplementing<Production>().FirstOrDefault(p => p.Info.Produces.Contains(Info.Type));
if (sp != null && !self.IsDisabled() && sp.Produce(self, Rules.Info[ name ]))
if (sp != null && !self.IsDisabled() && sp.Produce(self, Rules.Info[name]))
{
FinishProduction();
return true;

View File

@@ -260,8 +260,8 @@ CONCRETEB:
ProductionBar:
ProvidesCustomPrerequisite:
Prerequisite: Light
WithIdleOverlay@WELDING:
Sequence: idle-welding
WithProductionOverlay@WELDING:
Sequence: production-welding
^HEAVY:
Inherits: ^Building
@@ -300,8 +300,8 @@ CONCRETEB:
ProductionBar:
ProvidesCustomPrerequisite:
Prerequisite: Heavy
WithIdleOverlay@WELDING:
Sequence: idle-welding
WithProductionOverlay@WELDING:
Sequence: production-welding
^RADAR:
Inherits: ^Building
@@ -603,8 +603,8 @@ WALL:
Range: 4c0
ProvidesCustomPrerequisite:
Prerequisite: Hitech
WithIdleOverlay@WELDING:
Sequence: idle-welding
# WithProductionOverlay@WELDING:
# Sequence: production-welding
^RESEARCH:
Inherits: ^Building

View File

@@ -514,7 +514,7 @@ hightecha:
damaged-idle: DATA
Start: 2565
Offset: -48,80
idle-welding: DATA
production-welding: DATA
Start: 4614
Length: 30
Offset: -48,80
@@ -690,7 +690,7 @@ lighta:
damaged-idle-top: DATA
Start: 2675
Offset: -48,64
idle-welding: DATA
production-welding: DATA
Start: 4644
Length: 30
Offset: -48,64
@@ -739,7 +739,7 @@ heavya:
damaged-idle-top: DATA
Start: 2520
Offset: -48,80
idle-welding: DATA
production-welding: DATA
Start: 4674
Length: 47
Offset: -48,80
@@ -1005,7 +1005,7 @@ hightechh:
damaged-idle: DATA
Start: 2725
Offset: -48,80
idle-welding: DATA
production-welding: DATA
Start: 4614
Length: 30
Offset: -48,80
@@ -1090,7 +1090,7 @@ lighth:
damaged-idle-top: DATA
Start: 2835
Offset: -48,64
idle-welding: DATA
production-welding: DATA
Start: 4644
Length: 30
Offset: -48,64
@@ -1139,7 +1139,7 @@ heavyh:
damaged-idle-top: DATA
Start: 2680
Offset: -48,80
idle-welding: DATA
production-welding: DATA
Start: 4674
Length: 47
Offset: -48,80
@@ -1406,7 +1406,7 @@ hightecho:
damaged-idle: DATA
Start: 2885
Offset: -48,80
idle-welding: DATA
production-welding: DATA
Start: 4614
Length: 30
Offset: -48,80
@@ -1483,7 +1483,7 @@ lighto:
damaged-idle-top: DATA
Start: 2995
Offset: -48,64
idle-welding: DATA
production-welding: DATA
Start: 4644
Length: 30
Offset: -48,64
@@ -1532,7 +1532,7 @@ heavyo:
damaged-idle-top: DATA
Start: 2840
Offset: -48,80
idle-welding: DATA
production-welding: DATA
Start: 4674
Length: 47
Offset: -48,80
@@ -1647,7 +1647,7 @@ heavyc: # TODO: unused
damaged-idle-top: DATA
Start: 3003
Offset: -48,64
idle-welding: DATA
production-welding: DATA
Start: 4674
Length: 47
Offset: -48,80

View File

@@ -90,8 +90,8 @@ Chrome:
mods/ts/chrome.yaml
Assemblies:
mods/ra/OpenRA.Mods.RA.dll
mods/d2k/OpenRA.Mods.D2k.dll
mods/ra/OpenRA.Mods.RA.dll
mods/ts/OpenRA.Mods.TS.dll
ChromeLayout:

View File

@@ -104,8 +104,8 @@ GAPILE:
PrimaryBuilding:
IronCurtainable:
ProductionBar:
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
WithProductionOverlay@LIGHTS:
Sequence: production-lights
WithIdleOverlay@LIGHT:
Sequence: idle-light
WithIdleOverlay@FLAG:
@@ -142,10 +142,10 @@ GAWEAP:
Production:
Produces: Vehicle
ProductionBar:
WithIdleOverlay@LIGHTS1:
Sequence: idle-lights1
WithIdleOverlay@LIGHTS2:
Sequence: idle-lights2
WithProductionOverlay@WHITELIGHTS:
Sequence: production-lights-white
WithProductionOverlay@REDLIGHTS:
Sequence: production-lights-red
WithIdleOverlay@TURBINES:
Sequence: idle-turbines
@@ -211,8 +211,8 @@ NAHAND:
ProductionBar:
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
WithIdleOverlay@LIGHT:
Sequence: idle-light
WithProductionOverlay@LIGHT:
Sequence: production-light
NAWEAP:
Inherits: ^Building
@@ -245,8 +245,8 @@ NAWEAP:
Production:
Produces: Vehicle
ProductionBar:
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
WithProductionOverlay@LIGHTS:
Sequence: production-lights
GASAND:
Inherits: ^Wall

View File

@@ -103,11 +103,11 @@ gapile:
critical-idle: gtpile
Start: 2
ShadowStart: 5
idle-lights: gtpile_a
production-lights: gtpile_a
Start: 0
Length: 7
Tick: 200
damaged-idle-lights: gtpile_a
damaged-production-lights: gtpile_a
Start:7
Length: 7
Tick: 200
@@ -142,22 +142,22 @@ gaweap:
dead: gtweap
Start: 2
ShadowStart: 5
idle-lights1: gtweap_a
production-lights-white: gtweap_a
Start: 0
Length: 8
Tick: 100
ZOffset: 2048
damaged-idle-lights1: gtweap_a
damaged-production-lights-white: gtweap_a
Start: 8
Length: 8
Tick: 100
ZOffset: 2048
idle-lights2: gtweap_b
production-lights-red: gtweap_b
Start: 0
Length: 4
Tick: 120
ZOffset: 2048
damaged-idle-lights2: gtweap_b
damaged-production-lights-red: gtweap_b
Start: 4
Length: 4
Tick: 120
@@ -232,11 +232,11 @@ nahand:
critical-idle: nthand
Start: 2
ShadowStart: 5
idle-light: nthand_a
production-light: nthand_a
Start: 0
Length: 5
Tick: 100
damaged-idle-light: nthand_a
damaged-production-light: nthand_a
Start: 5
Length: 5
Tick: 100
@@ -265,12 +265,12 @@ naweap:
dead: ntweap
Start: 2
ShadowStart: 5
idle-lights: ntweap_a
production-lights: ntweap_a
Start: 0
Length: 16
Tick: 100
ZOffset: 2048
damaged-idle-lights: ntweap_a
damaged-production-lights: ntweap_a
Start: 16
Length: 16
Tick: 100