using StatelessTraitInfo<> for some things

This commit is contained in:
Chris Forbes
2010-01-10 14:15:45 +13:00
parent 79ce6b70b6
commit be9fd1e277
18 changed files with 20 additions and 89 deletions

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@@ -198,7 +198,7 @@ namespace OpenRa.Game
{ {
var hasRadar = Game.world.Actors.Any(a => a.Owner == Game.LocalPlayer var hasRadar = Game.world.Actors.Any(a => a.Owner == Game.LocalPlayer
&& a.traits.Contains<ProvidesRadar>() && a.traits.Contains<ProvidesRadar>()
&& a.traits.Get<ProvidesRadar>().IsActive()); && a.traits.Get<ProvidesRadar>().IsActive(a));
if (hasRadar != hadRadar) if (hasRadar != hadRadar)
Sound.Play((hasRadar) ? "radaron2.aud" : "radardn1.aud"); Sound.Play((hasRadar) ? "radaron2.aud" : "radardn1.aud");

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@@ -1,20 +1,12 @@
using System; using System.Linq;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.Traits.Activities; using OpenRa.Game.Traits.Activities;
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits
{ {
class PassengerInfo : ITraitInfo class PassengerInfo : StatelessTraitInfo<Passenger> {}
{
public object Create(Actor self) { return new Passenger(self); }
}
class Passenger : IIssueOrder, IResolveOrder class Passenger : IIssueOrder, IResolveOrder
{ {
public Passenger(Actor self) { }
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor) public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{ {
if (mi.Button != MouseButton.Right) if (mi.Button != MouseButton.Right)

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@@ -1,7 +1,4 @@
using System; using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.Traits.Activities; using OpenRa.Game.Traits.Activities;
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits

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@@ -1,6 +1,6 @@
using OpenRa.Game.GameRules; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Collections.Generic; using OpenRa.Game.GameRules;
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits
{ {

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@@ -1,7 +1,4 @@
using System; using System.Linq;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.GameRules; using OpenRa.Game.GameRules;
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits

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@@ -1,24 +1,11 @@
using System; 
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits
{ {
class ProvidesRadarInfo : ITraitInfo class ProvidesRadarInfo : StatelessTraitInfo<ProvidesRadar> {}
{
public object Create(Actor self) { return new ProvidesRadar(self); }
}
class ProvidesRadar class ProvidesRadar
{ {
Actor self; public bool IsActive(Actor self)
public ProvidesRadar(Actor self)
{
this.self = self;
}
public bool IsActive()
{ {
// TODO: Check for nearby MRJ // TODO: Check for nearby MRJ

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@@ -1,6 +1,4 @@
using System; using System;
using System.Collections.Generic;
using OpenRa.Game.Graphics;
using OpenRa.Game.Effects; using OpenRa.Game.Effects;
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits

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@@ -1,8 +1,4 @@
using System; 
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits
{ {
class RenderBuildingChargeInfo : RenderBuildingInfo class RenderBuildingChargeInfo : RenderBuildingInfo

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@@ -1,5 +1,4 @@
using System; 
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits
{ {
class RenderBuildingOreInfo : RenderBuildingInfo class RenderBuildingOreInfo : RenderBuildingInfo

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@@ -1,10 +1,4 @@
using System; using OpenRa.Game.Effects;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.Graphics;
using OpenRa.Game.GameRules;
using OpenRa.Game.Effects;
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits
{ {

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@@ -1,6 +1,5 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using IjwFramework.Collections;
using OpenRa.Game.Graphics; using OpenRa.Game.Graphics;
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits

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@@ -10,14 +10,12 @@ namespace OpenRa.Game.Traits
class RenderUnitSpinner : RenderUnit class RenderUnitSpinner : RenderUnit
{ {
public Animation spinnerAnim;
public RenderUnitSpinner( Actor self ) public RenderUnitSpinner( Actor self )
: base(self) : base(self)
{ {
var unit = self.traits.Get<Unit>(); var unit = self.traits.Get<Unit>();
spinnerAnim = new Animation( self.Info.Name ); var spinnerAnim = new Animation( self.Info.Name );
spinnerAnim.PlayRepeating( "spinner" ); spinnerAnim.PlayRepeating( "spinner" );
anims.Add( "spinner", new AnimationWithOffset( anims.Add( "spinner", new AnimationWithOffset(
spinnerAnim, spinnerAnim,

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@@ -11,8 +11,6 @@ namespace OpenRa.Game.Traits
class RenderUnitTurreted : RenderUnit class RenderUnitTurreted : RenderUnit
{ {
public Animation muzzleFlash;
public RenderUnitTurreted(Actor self) public RenderUnitTurreted(Actor self)
: base(self) : base(self)
{ {
@@ -37,7 +35,7 @@ namespace OpenRa.Game.Traits
if( self.Info.MuzzleFlash ) if( self.Info.MuzzleFlash )
{ {
muzzleFlash = new Animation( self.Info.Name ); var muzzleFlash = new Animation( self.Info.Name );
muzzleFlash.PlayFetchIndex( "muzzle", muzzleFlash.PlayFetchIndex( "muzzle",
() => ( Util.QuantizeFacing( self.traits.Get<Turreted>().turretFacing, 8 ) ) * 6 () => ( Util.QuantizeFacing( self.traits.Get<Turreted>().turretFacing, 8 ) ) * 6
+ (int)( attack.primaryRecoil * 5.9f ) ); /* hack: recoil can be 1.0f, but don't overflow into next anim */ + (int)( attack.primaryRecoil * 5.9f ) ); /* hack: recoil can be 1.0f, but don't overflow into next anim */

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@@ -1,15 +1,10 @@
 
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits
{ {
class SeedsOreInfo : ITraitInfo class SeedsOreInfo : StatelessTraitInfo<SeedsOre> {}
{
public object Create(Actor self) { return new SeedsOre(self); }
}
class SeedsOre : ITick class SeedsOre : ITick
{ {
public SeedsOre( Actor self ) {}
const double OreSeedProbability = .05; // todo: push this out into rules const double OreSeedProbability = .05; // todo: push this out into rules
public void Tick(Actor self) public void Tick(Actor self)

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@@ -5,17 +5,12 @@ using System.Text;
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits
{ {
class SelectableInfo : ITraitInfo class SelectableInfo : StatelessTraitInfo<Selectable>
{ {
public readonly int Priority = 10; public readonly int Priority = 10;
public readonly int[] Bounds = null; public readonly int[] Bounds = null;
public readonly string Voice = "GenericVoice"; public readonly string Voice = "GenericVoice";
public object Create(Actor self) { return new Selectable(self); }
} }
class Selectable class Selectable {}
{
public Selectable( Actor self ) { }
}
} }

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@@ -3,18 +3,14 @@ using System;
using OpenRa.Game.GameRules; using OpenRa.Game.GameRules;
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits
{ {
class StoresOreInfo : ITraitInfo class StoresOreInfo : StatelessTraitInfo<StoresOre>
{ {
public readonly int Pips = 0; public readonly int Pips = 0;
public readonly int Capacity = 0; public readonly int Capacity = 0;
public object Create(Actor self) { return new StoresOre(self); }
} }
class StoresOre : IPips, IAcceptThief class StoresOre : IPips, IAcceptThief
{ {
public StoresOre(Actor self) {}
public void OnSteal(Actor self, Actor thief) public void OnSteal(Actor self, Actor thief)
{ {
// Steal half the ore the building holds // Steal half the ore the building holds

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@@ -3,15 +3,10 @@ using System.Collections.Generic;
using System.Linq; using System.Linq;
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits
{ {
class ThiefInfo : ITraitInfo class ThiefInfo : StatelessTraitInfo<Thief> { }
{
public object Create(Actor self) { return new Thief(self); }
}
class Thief : IIssueOrder, IResolveOrder class Thief : IIssueOrder, IResolveOrder
{ {
public Thief(Actor self) { }
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor) public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{ {
if (mi.Button != MouseButton.Right) return null; if (mi.Button != MouseButton.Right) return null;

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@@ -6,15 +6,10 @@ using OpenRa.Game.Graphics;
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits
{ {
class WithShadowInfo : ITraitInfo class WithShadowInfo : StatelessTraitInfo<WithShadow> {}
{
public object Create(Actor self) { return new WithShadow(self); }
}
class WithShadow : IRenderModifier class WithShadow : IRenderModifier
{ {
public WithShadow(Actor self) {}
public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r) public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
{ {
var unit = self.traits.Get<Unit>(); var unit = self.traits.Get<Unit>();