Move ScaredyCat, TakeCover, RenderInfantry, WithBuildingExplosion and SpawnMPUnits as well as Hunt activity to Mods.Common.
This commit is contained in:
91
OpenRA.Mods.Common/Traits/Infantry/ScaredyCat.cs
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91
OpenRA.Mods.Common/Traits/Infantry/ScaredyCat.cs
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@@ -0,0 +1,91 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Makes the unit automatically run around when taking damage.")]
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class ScaredyCatInfo : ITraitInfo
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{
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[Desc("How long (in ticks) the actor should panic for.")]
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public readonly int PanicLength = 25 * 10;
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[Desc("Panic movement speed as a precentage of the normal speed.")]
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public readonly int PanicSpeedModifier = 200;
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[Desc("Chance (out of 100) the unit has to enter panic mode when attacked.")]
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public readonly int AttackPanicChance = 20;
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public object Create(ActorInitializer init) { return new ScaredyCat(init.Self, this); }
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}
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class ScaredyCat : ITick, INotifyIdle, INotifyDamage, INotifyAttack, ISpeedModifier, ISync, IRenderInfantrySequenceModifier
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{
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readonly ScaredyCatInfo info;
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[Sync] readonly Actor self;
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[Sync] int panicStartedTick;
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bool Panicking { get { return panicStartedTick > 0; } }
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public bool IsModifyingSequence { get { return Panicking; } }
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public string SequencePrefix { get { return "panic-"; } }
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public ScaredyCat(Actor self, ScaredyCatInfo info)
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{
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this.self = self;
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this.info = info;
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}
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public void Panic()
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{
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if (!Panicking)
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self.CancelActivity();
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panicStartedTick = self.World.WorldTick;
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}
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public void Tick(Actor self)
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{
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if (!Panicking)
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return;
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if (self.World.WorldTick >= panicStartedTick + info.PanicLength)
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{
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self.CancelActivity();
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panicStartedTick = 0;
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}
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}
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public void TickIdle(Actor self)
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{
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if (!Panicking)
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return;
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self.Trait<Mobile>().Nudge(self, self, true);
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.Damage > 0)
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Panic();
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}
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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if (self.World.SharedRandom.Next(100 / info.AttackPanicChance) == 0)
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Panic();
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}
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public int GetSpeedModifier()
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{
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return Panicking ? info.PanicSpeedModifier : 100;
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}
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}
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}
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77
OpenRA.Mods.Common/Traits/Infantry/TakeCover.cs
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77
OpenRA.Mods.Common/Traits/Infantry/TakeCover.cs
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@@ -0,0 +1,77 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.GameRules;
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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("Make the unit go prone when under attack, in an attempt to reduce damage.")]
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public class TakeCoverInfo : TurretedInfo
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{
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[Desc("How long (in ticks) the actor remains prone.")]
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public readonly int ProneTime = 100;
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[Desc("Prone movement speed as a percentage of the normal speed.")]
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public readonly int SpeedModifier = 50;
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public readonly WVec ProneOffset = new WVec(85, 0, -171);
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public readonly string ProneSequencePrefix = "prone-";
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public override object Create(ActorInitializer init) { return new TakeCover(init, this); }
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}
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public class TakeCover : Turreted, INotifyDamage, IDamageModifier, ISpeedModifier, ISync, IRenderInfantrySequenceModifier
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{
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readonly TakeCoverInfo info;
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[Sync] int remainingProneTime = 0;
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bool IsProne { get { return remainingProneTime > 0; } }
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public bool IsModifyingSequence { get { return IsProne; } }
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public string SequencePrefix { get { return info.ProneSequencePrefix; } }
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public TakeCover(ActorInitializer init, TakeCoverInfo info)
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: base(init, info)
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{
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this.info = info;
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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/* Don't go prone when healed */
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if (e.Damage > 0 && (e.Warhead == null || !e.Warhead.PreventProne))
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{
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if (!IsProne)
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localOffset = info.ProneOffset;
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remainingProneTime = info.ProneTime;
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}
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}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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if (IsProne && --remainingProneTime == 0)
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localOffset = WVec.Zero;
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}
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public int GetDamageModifier(Actor attacker, DamageWarhead warhead)
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{
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return IsProne && warhead != null ? warhead.ProneModifier : 100;
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}
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public int GetSpeedModifier()
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{
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return IsProne ? info.SpeedModifier : 100;
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}
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}
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}
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168
OpenRA.Mods.Common/Traits/Render/RenderInfantry.cs
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168
OpenRA.Mods.Common/Traits/Render/RenderInfantry.cs
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@@ -0,0 +1,168 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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 System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class RenderInfantryInfo : RenderSimpleInfo, Requires<IMoveInfo>
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{
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public readonly int MinIdleWaitTicks = 30;
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public readonly int MaxIdleWaitTicks = 110;
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public readonly string MoveAnimation = "run";
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public readonly string AttackAnimation = "shoot";
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public readonly string[] IdleAnimations = { };
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public readonly string[] StandAnimations = { "stand" };
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public override object Create(ActorInitializer init) { return new RenderInfantry(init.Self, this); }
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public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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var facing = 0;
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var ifacing = init.Actor.Traits.GetOrDefault<IFacingInfo>();
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if (ifacing != null)
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facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing();
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var anim = new Animation(init.World, image, () => facing);
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anim.PlayRepeating(StandAnimations.First());
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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}
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public override int QuantizedBodyFacings(SequenceProvider sequenceProvider, ActorInfo ai)
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{
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return sequenceProvider.GetSequence(RenderSprites.GetImage(ai), StandAnimations.First()).Facings;
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}
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}
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public class RenderInfantry : RenderSimple, INotifyAttack, INotifyIdle
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{
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readonly RenderInfantryInfo info;
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readonly IMove move;
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bool dirty = false;
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string idleSequence;
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int idleDelay;
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AnimationState state;
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IRenderInfantrySequenceModifier rsm;
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bool IsModifyingSequence { get { return rsm != null && rsm.IsModifyingSequence; } }
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bool wasModifying;
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public RenderInfantry(Actor self, RenderInfantryInfo info)
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: base(self, MakeFacingFunc(self))
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{
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this.info = info;
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DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
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state = AnimationState.Waiting;
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move = self.Trait<IMove>();
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rsm = self.TraitOrDefault<IRenderInfantrySequenceModifier>();
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}
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protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)
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{
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var prefix = IsModifyingSequence ? rsm.SequencePrefix : "";
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if (DefaultAnimation.HasSequence(prefix + baseSequence))
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return prefix + baseSequence;
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else
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return baseSequence;
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}
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protected virtual bool AllowIdleAnimation(Actor self)
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{
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return !IsModifyingSequence;
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}
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public void Attacking(Actor self, Target target)
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{
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state = AnimationState.Attacking;
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if (DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, info.AttackAnimation)))
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DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, info.AttackAnimation), () => state = AnimationState.Idle);
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}
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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Attacking(self, target);
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}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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if (rsm != null)
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{
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if (wasModifying != rsm.IsModifyingSequence)
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dirty = true;
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wasModifying = rsm.IsModifyingSequence;
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}
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if ((state == AnimationState.Moving || dirty) && !move.IsMoving)
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{
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state = AnimationState.Waiting;
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DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
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}
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else if ((state != AnimationState.Moving || dirty) && move.IsMoving)
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{
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state = AnimationState.Moving;
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DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.MoveAnimation));
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}
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dirty = false;
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}
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public void TickIdle(Actor self)
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{
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if (state != AnimationState.Idle && state != AnimationState.IdleAnimating)
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{
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DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
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state = AnimationState.Idle;
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if (info.IdleAnimations.Length > 0)
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{
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idleSequence = info.IdleAnimations.Random(self.World.SharedRandom);
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idleDelay = self.World.SharedRandom.Next(info.MinIdleWaitTicks, info.MaxIdleWaitTicks);
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}
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}
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else if (AllowIdleAnimation(self))
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{
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if (idleSequence != null && DefaultAnimation.HasSequence(idleSequence))
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{
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if (idleDelay > 0 && --idleDelay == 0)
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{
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state = AnimationState.IdleAnimating;
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DefaultAnimation.PlayThen(idleSequence, () =>
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{
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DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)));
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state = AnimationState.Waiting;
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});
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}
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}
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else
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{
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DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)));
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state = AnimationState.Waiting;
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}
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}
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}
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enum AnimationState
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{
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Idle,
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Attacking,
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Moving,
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Waiting,
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IdleAnimating
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}
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}
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}
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44
OpenRA.Mods.Common/Traits/Render/WithBuildingExplosion.cs
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44
OpenRA.Mods.Common/Traits/Render/WithBuildingExplosion.cs
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@@ -0,0 +1,44 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Traits
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{
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[Desc("Display explosions over the building footprint when it is destroyed.")]
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class WithBuildingExplosionInfo : ITraitInfo, Requires<BuildingInfo>
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{
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[Desc("Explosion sequence name to use")]
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public readonly string Sequence = "building";
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[Desc("Custom palette name")]
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public readonly string Palette = "effect";
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public object Create(ActorInitializer init) { return new WithBuildingExplosion(this); }
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}
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class WithBuildingExplosion : INotifyKilled
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{
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WithBuildingExplosionInfo info;
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public WithBuildingExplosion(WithBuildingExplosionInfo info)
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{
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this.info = info;
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}
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public void Killed(Actor self, AttackInfo e)
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{
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var buildingInfo = self.Info.Traits.Get<BuildingInfo>();
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FootprintUtils.UnpathableTiles(self.Info.Name, buildingInfo, self.Location).Do(
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t => self.World.AddFrameEndTask(w => w.Add(new Explosion(w, w.Map.CenterOfCell(t), info.Sequence, info.Palette))));
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}
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}
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}
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75
OpenRA.Mods.Common/Traits/World/SpawnMPUnits.cs
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75
OpenRA.Mods.Common/Traits/World/SpawnMPUnits.cs
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@@ -0,0 +1,75 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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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("Spawn base actor at the spawnpoint and support units in an annulus around the base actor. Both are defined at MPStartUnits. Attach this to the world actor.")]
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public class SpawnMPUnitsInfo : TraitInfo<SpawnMPUnits>, Requires<MPStartLocationsInfo>, Requires<MPStartUnitsInfo> { }
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public class SpawnMPUnits : IWorldLoaded
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{
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public void WorldLoaded(World world, WorldRenderer wr)
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{
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foreach (var s in world.WorldActor.Trait<MPStartLocations>().Start)
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SpawnUnitsForPlayer(world, s.Key, s.Value);
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}
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static void SpawnUnitsForPlayer(World w, Player p, CPos sp)
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{
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var spawnClass = p.PlayerReference.StartingUnitsClass ?? w.LobbyInfo.GlobalSettings.StartingUnitsClass;
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var unitGroup = w.Map.Rules.Actors["world"].Traits.WithInterface<MPStartUnitsInfo>()
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.Where(g => g.Class == spawnClass && g.Races != null && g.Races.Contains(p.Country.Race))
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.RandomOrDefault(w.SharedRandom);
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if (unitGroup == null)
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throw new InvalidOperationException("No starting units defined for country {0} with class {1}".F(p.Country.Race, spawnClass));
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if (unitGroup.BaseActor != null)
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{
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w.CreateActor(unitGroup.BaseActor.ToLowerInvariant(), new TypeDictionary
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{
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new LocationInit(sp),
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new OwnerInit(p),
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new SkipMakeAnimsInit(),
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});
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}
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if (!unitGroup.SupportActors.Any())
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return;
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var supportSpawnCells = w.Map.FindTilesInAnnulus(sp, unitGroup.InnerSupportRadius + 1, unitGroup.OuterSupportRadius);
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foreach (var s in unitGroup.SupportActors)
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{
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var mi = w.Map.Rules.Actors[s.ToLowerInvariant()].Traits.Get<MobileInfo>();
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var validCells = supportSpawnCells.Where(c => mi.CanEnterCell(w, null, c));
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if (!validCells.Any())
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throw new InvalidOperationException("No cells available to spawn starting unit {0}".F(s));
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var cell = validCells.Random(w.SharedRandom);
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var subCell = mi.SharesCell ? w.ActorMap.FreeSubCell(cell) : 0;
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w.CreateActor(s.ToLowerInvariant(), new TypeDictionary
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{
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new OwnerInit(p),
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new LocationInit(cell),
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new SubCellInit(subCell),
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new FacingInit(w.SharedRandom.Next(256))
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});
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}
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}
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}
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}
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Block a user