much better building support; phantom selection is dead AGAIN.
This commit is contained in:
@@ -8,5 +8,6 @@ namespace OpenRa.Game
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{
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IEnumerable<Order> Order( int2 xy, bool lmb );
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void PrepareOverlay( int2 xy );
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void Tick();
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}
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}
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@@ -80,6 +80,8 @@ namespace OpenRa.Game
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{
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Game.Tick();
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Game.viewport.cursor = Game.controller.ChooseCursor();
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if (Game.controller.orderGenerator != null)
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Game.controller.orderGenerator.Tick();
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Application.DoEvents();
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}
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}
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@@ -49,5 +49,7 @@ namespace OpenRa.Game
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{
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Game.worldRenderer.uiOverlay.SetCurrentOverlay(xy, Name);
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}
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public void Tick() { }
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}
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}
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@@ -86,12 +86,14 @@ namespace OpenRa.Game
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public int RemainingCost { get; private set; }
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public bool Paused = false, Done = false;
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public Action OnComplete;
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public ProductionItem( string item, int time, int cost )
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public ProductionItem( string item, int time, int cost, Action onComplete )
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{
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Item = item;
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RemainingTime = TotalTime = time;
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RemainingCost = TotalCost = cost;
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OnComplete = onComplete;
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}
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public void Tick( Player player )
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@@ -107,6 +109,8 @@ namespace OpenRa.Game
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// item finished; do whatever needs done.
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Done = true;
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if (OnComplete != null)
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OnComplete();
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}
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}
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}
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@@ -16,6 +16,8 @@ namespace OpenRa.Game
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SpriteRenderer spriteRenderer, clockRenderer;
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Sprite blank;
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Animation ready;
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Animation cantBuild;
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readonly GRegion region;
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public GRegion Region { get { return region; } }
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@@ -49,6 +51,11 @@ namespace OpenRa.Game
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}
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blank = SheetBuilder.Add(new Size((int)spriteWidth, (int)spriteHeight), 16);
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ready = new Animation("pips");
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ready.PlayRepeating("ready");
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cantBuild = new Animation("clock");
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cantBuild.PlayFetchIndex("idle", () => 0);
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}
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const int NumClockFrames = 54;
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@@ -125,7 +132,12 @@ namespace OpenRa.Game
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void Paint()
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{
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PopulateItemList();
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foreach( SidebarItem i in items )
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foreach( var i in items ) /* draw the buttons */
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i.Paint(spriteRenderer, region.Location);
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spriteRenderer.Flush();
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foreach( var i in items ) /* draw the status overlays */
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{
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var group = Rules.UnitCategory[ i.Tag ];
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var producing = player.Producing( group );
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@@ -133,8 +145,12 @@ namespace OpenRa.Game
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{
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clockAnimations[ group ].Tick();
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clockRenderer.DrawSprite( clockAnimations[ group ].Image, region.Location.ToFloat2() + i.location, 0 );
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if (producing.Done)
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clockRenderer.DrawSprite(ready.Image, region.Location.ToFloat2() + i.location + new float2((64 - ready.Image.size.X) / 2, 2), 0);
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}
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i.Paint( spriteRenderer, region.Location );
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else if (producing != null)
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clockRenderer.DrawSprite(cantBuild.Image, region.Location.ToFloat2() + i.location, 0);
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}
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Fill(region.Size.Y + region.Location.Y, new float2(region.Location.X, buildPos + region.Location.Y));
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@@ -153,6 +169,11 @@ namespace OpenRa.Game
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return null;
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}
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static bool IsAutoCompleting(string group)
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{
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return group != "Building";
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}
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void MouseHandler(MouseInput mi)
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{
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var point = mi.Location.ToFloat2();
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@@ -172,17 +193,21 @@ namespace OpenRa.Game
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* (25 * 60) /* frames per min */ /* todo: build acceleration, if we do that */
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/ 1000;
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Action complete = null;
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if (IsAutoCompleting(group)) complete = () => Build(item);
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player.BeginProduction(group,
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new ProductionItem(item.Tag, (int)time, ui.Cost));
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//Build(item);
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new ProductionItem(item.Tag, (int)time, ui.Cost, complete));
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}
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else if (producing.Item == item.Tag)
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else if (producing.Item == item.Tag && producing.Done)
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{
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Build(item);
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}
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}
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else if (mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down)
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{
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player.CancelProduction(Rules.UnitCategory[item.Tag]);
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}
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}
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}
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}
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@@ -24,6 +24,11 @@ namespace OpenRa.Game
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}
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}
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public void Tick()
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{
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selection.RemoveAll(a => a.IsDead);
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}
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public void PrepareOverlay(int2 xy) {}
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}
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}
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<!-- openra/sequences.xml
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this file describes animation sequences for structures and units.
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@@ -468,4 +468,12 @@
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<unit name="lst">
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<sequence name="idle" start="0" length="1" />
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</unit>
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<unit name="pips">
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<sequence name="groups" start="8" length="10" />
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<sequence name="ore" start="0" length="2" />
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<sequence name="cargo" start="5" length="3" />
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<sequence name="medic" start="20" length="1" />
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<sequence name="ready" start="3" length="1" />
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<sequence name="hold" start="4" length="1" />
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</unit>
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</sequences>
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