Rename tesla attack logic and move to Mods.Cnc.
This commit is contained in:
@@ -262,7 +262,6 @@
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<Compile Include="Traits\Armor.cs" />
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<Compile Include="Traits\AttackMove.cs" />
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<Compile Include="Traits\Attack\AttackBase.cs" />
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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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@@ -431,8 +430,6 @@
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<Compile Include="Traits\Render\WithSiloAnimation.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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<Compile Include="Traits\Render\WithChargeAnimation.cs" />
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<Compile Include="Traits\Render\WithChargeOverlay.cs" />
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<Compile Include="Traits\Render\WithCrateBody.cs" />
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<Compile Include="Traits\Render\WithDamageOverlay.cs" />
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<Compile Include="Traits\Render\WithDeathAnimation.cs" />
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@@ -1,134 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Charges up before being able to attack.")]
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class AttackChargeInfo : AttackOmniInfo
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{
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[Desc("How many charges this actor has to attack with, once charged.")]
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public readonly int MaxCharges = 1;
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[Desc("Reload time for all charges (in ticks).")]
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public readonly int ReloadDelay = 120;
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[Desc("Delay for initial charge attack (in ticks).")]
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public readonly int InitialChargeDelay = 22;
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[Desc("Delay between charge attacks (in ticks).")]
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public readonly int ChargeDelay = 3;
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[Desc("Sound to play when actor charges.")]
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public readonly string ChargeAudio = null;
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public override object Create(ActorInitializer init) { return new AttackCharge(init.Self, this); }
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}
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class AttackCharge : AttackOmni, ITick, INotifyAttack
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{
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readonly AttackChargeInfo info;
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[Sync] int charges;
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[Sync] int timeToRecharge;
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public AttackCharge(Actor self, AttackChargeInfo info)
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: base(self, info)
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{
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this.info = info;
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charges = info.MaxCharges;
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}
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public void Tick(Actor self)
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{
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if (--timeToRecharge <= 0)
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charges = info.MaxCharges;
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}
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protected override bool CanAttack(Actor self, Target target)
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{
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if (!IsReachableTarget(target, true))
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return false;
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return base.CanAttack(self, target);
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}
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void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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--charges;
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timeToRecharge = info.ReloadDelay;
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}
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void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
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public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
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{
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return new ChargeAttack(this, newTarget);
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}
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class ChargeAttack : Activity
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{
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readonly AttackCharge attack;
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readonly Target target;
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public ChargeAttack(AttackCharge attack, Target target)
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{
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this.attack = attack;
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this.target = target;
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled || !attack.CanAttack(self, target))
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return NextActivity;
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if (attack.charges == 0)
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return this;
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foreach (var notify in self.TraitsImplementing<INotifyCharging>())
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notify.Charging(self, target);
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if (!string.IsNullOrEmpty(attack.info.ChargeAudio))
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Game.Sound.Play(SoundType.World, attack.info.ChargeAudio, self.CenterPosition);
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return ActivityUtils.SequenceActivities(new Wait(attack.info.InitialChargeDelay), new ChargeFire(attack, target), this);
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}
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}
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class ChargeFire : Activity
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{
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readonly AttackCharge attack;
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readonly Target target;
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public ChargeFire(AttackCharge attack, Target target)
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{
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this.attack = attack;
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this.target = target;
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled || !attack.CanAttack(self, target))
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return NextActivity;
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if (attack.charges == 0)
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return NextActivity;
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attack.DoAttack(self, target);
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return ActivityUtils.SequenceActivities(new Wait(attack.info.ChargeDelay), this);
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}
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}
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}
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}
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@@ -14,12 +14,12 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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class AttackOmniInfo : AttackBaseInfo
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public class AttackOmniInfo : AttackBaseInfo
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{
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public override object Create(ActorInitializer init) { return new AttackOmni(init.Self, this); }
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}
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class AttackOmni : AttackBase
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public class AttackOmni : AttackBase
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{
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public AttackOmni(Actor self, AttackOmniInfo info)
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: base(self, info) { }
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@@ -1,41 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("This actor displays a charge-up animation before firing.")]
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public class WithChargeAnimationInfo : ITraitInfo, Requires<WithSpriteBodyInfo>, Requires<RenderSpritesInfo>
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{
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[Desc("Sequence to use for charge animation.")]
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[SequenceReference] public readonly string ChargeSequence = "active";
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public object Create(ActorInitializer init) { return new WithChargeAnimation(init, this); }
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}
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public class WithChargeAnimation : INotifyCharging
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{
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readonly WithChargeAnimationInfo info;
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readonly WithSpriteBody wsb;
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public WithChargeAnimation(ActorInitializer init, WithChargeAnimationInfo info)
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{
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this.info = info;
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wsb = init.Self.Trait<WithSpriteBody>();
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}
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public void Charging(Actor self, Target target)
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{
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wsb.PlayCustomAnimation(self, info.ChargeSequence, () => wsb.CancelCustomAnimation(self));
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}
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}
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}
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@@ -1,69 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Rendered together with AttackCharge.")]
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public class WithChargeOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>
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{
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[Desc("Sequence name to use")]
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[SequenceReference] public readonly string Sequence = "active";
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[Desc("Custom palette name")]
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[PaletteReference("IsPlayerPalette")] public readonly string Palette = null;
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[Desc("Custom palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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public object Create(ActorInitializer init) { return new WithChargeOverlay(init, this); }
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}
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public class WithChargeOverlay : INotifyCharging, INotifyDamageStateChanged, INotifySold
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{
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readonly Animation overlay;
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readonly RenderSprites renderSprites;
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readonly WithChargeOverlayInfo info;
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bool charging;
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public WithChargeOverlay(ActorInitializer init, WithChargeOverlayInfo info)
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{
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this.info = info;
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renderSprites = init.Self.Trait<RenderSprites>();
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overlay = new Animation(init.World, renderSprites.GetImage(init.Self));
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renderSprites.Add(new AnimationWithOffset(overlay, null, () => !charging),
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info.Palette, info.IsPlayerPalette);
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}
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void INotifyCharging.Charging(Actor self, Target target)
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{
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charging = true;
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overlay.PlayThen(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.Sequence), () => charging = false);
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}
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, info.Sequence));
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}
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void INotifySold.Sold(Actor self) { }
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void INotifySold.Selling(Actor self)
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{
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charging = false;
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}
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}
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}
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@@ -81,7 +81,6 @@ namespace OpenRA.Mods.Common.Traits
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public interface INotifyBuildingPlaced { void BuildingPlaced(Actor self); }
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public interface INotifyRepair { void Repairing(Actor self, Actor target); }
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public interface INotifyBurstComplete { void FiredBurst(Actor self, Target target, Armament a); }
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public interface INotifyCharging { void Charging(Actor self, Target target); }
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public interface INotifyChat { bool OnChat(string from, string message); }
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public interface INotifyProduction { void UnitProduced(Actor self, Actor other, CPos exit); }
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public interface INotifyOtherProduction { void UnitProducedByOther(Actor self, Actor producer, Actor produced); }
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@@ -818,6 +818,18 @@ namespace OpenRA.Mods.Common.UtilityCommands
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}
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}
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if (engineVersion < 20170210)
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{
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if (node.Key.StartsWith("AttackCharge", StringComparison.Ordinal))
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RenameNodeKey(node, "AttackTesla");
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if (node.Key.StartsWith("WithChargeOverlay", StringComparison.Ordinal))
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RenameNodeKey(node, "WithTeslaChargeOverlay");
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if (node.Key.StartsWith("WithChargeAnimation", StringComparison.Ordinal))
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RenameNodeKey(node, "WithTeslaChargeAnimation");
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}
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UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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