First attempt. Problems: doesn't move back to zero-facing before closing. Flickers turret-up frame sometimes when being attacked.

This commit is contained in:
Paul Chote
2011-01-30 16:09:14 +13:00
committed by Chris Forbes
parent 0c4bf5b2b3
commit cd5e7409ef
4 changed files with 164 additions and 2 deletions

View File

@@ -0,0 +1,144 @@
#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System;
using System.Linq;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Move;
using OpenRA.Traits;
using OpenRA.Traits.Activities;
using OpenRA.Mods.RA.Render;
using OpenRA.Mods.RA;
namespace OpenRA.Mods.Cnc
{
class AttackPopupTurretedInfo : AttackBaseInfo
{
public int CloseDelay = 125;
public override object Create(ActorInitializer init) { return new AttackPopupTurreted( init.self, this ); }
}
class AttackPopupTurreted : AttackBase, INotifyBuildComplete, INotifyIdle
{
enum PopupState
{
Open,
Transitioning,
Closed
};
protected Target target;
AttackPopupTurretedInfo Info;
int IdleTicks = 0;
PopupState State = PopupState.Open;
public AttackPopupTurreted(Actor self, AttackPopupTurretedInfo info) : base(self)
{
Info = info;
}
protected override bool CanAttack( Actor self, Target target )
{
if (State == PopupState.Transitioning)
return false;
if( self.HasTrait<Building>() && !buildComplete )
return false;
if (!base.CanAttack( self, target ))
return false;
IdleTicks = 0;
if (State == PopupState.Closed)
{
State = PopupState.Transitioning;
var rb = self.Trait<RenderBuilding>();
rb.PlayCustomAnimThen(self, "opening", () =>
{
State = PopupState.Open;
rb.PlayCustomAnimRepeating(self, "idle");
});
return false;
}
var turreted = self.Trait<Turreted>();
turreted.desiredFacing = Util.GetFacing( target.CenterLocation - self.CenterLocation, turreted.turretFacing );
if( turreted.desiredFacing != turreted.turretFacing )
return false;
return true;
}
public override void Tick(Actor self)
{
base.Tick(self);
DoAttack( self, target );
}
public void TickIdle(Actor self)
{
if (State == PopupState.Open && IdleTicks++ > Info.CloseDelay)
{
State = PopupState.Transitioning;
var rb = self.Trait<RenderBuilding>();
rb.PlayCustomAnimThen(self, "closing", () =>
{
State = PopupState.Closed;
rb.PlayCustomAnimRepeating(self, "closed-idle");
});
}
}
public override IActivity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
{
return new AttackActivity( newTarget );
}
public override void ResolveOrder(Actor self, Order order)
{
base.ResolveOrder(self, order);
if (order.OrderString == "Stop")
target = Target.None;
}
bool buildComplete = false;
public void BuildingComplete(Actor self) { buildComplete = true; }
class AttackActivity : CancelableActivity
{
readonly Target target;
public AttackActivity( Target newTarget ) { this.target = newTarget; }
public override IActivity Tick( Actor self )
{
if( IsCanceled || !target.IsValid ) return NextActivity;
if (self.TraitsImplementing<IDisable>().Any(d => d.Disabled))
return this;
var attack = self.Trait<AttackPopupTurreted>();
const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
var weapon = attack.ChooseWeaponForTarget(target);
if (weapon != null)
{
attack.target = target;
if (self.HasTrait<Mobile>() && !self.Info.Traits.Get<MobileInfo>().OnRails)
return Util.SequenceActivities(
new Follow( target, Math.Max( 0, (int)weapon.Info.Range - RangeTolerance ) ),
this );
}
return NextActivity;
}
}
}
}

View File

@@ -68,6 +68,7 @@
<Compile Include="Activities\HarvesterDockSequence.cs" />
<Compile Include="TiberiumRefinery.cs" />
<Compile Include="CncWaterPaletteRotation.cs" />
<Compile Include="AttackPopupTurreted.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">

View File

@@ -660,11 +660,10 @@ SAM:
ROT: 30
InitialFacing: 0
RenderBuildingTurreted:
AttackTurreted:
AttackPopupTurreted:
PrimaryWeapon: Nike
AutoTarget:
-RenderBuilding:
-DeadBuildingState:
RenderRangeCircle:
GTWR:

View File

@@ -341,12 +341,30 @@ gun:
Length: *
sam:
closed-idle:
Start:0
opening:
Start: 1
Length: 16
idle:
Start: 17
Facings: 32
closing:
Start: 50
Length: 14
damaged-closed-idle:
Start:64
damaged-opening:
Start: 65
Length: 16
damaged-idle:
Start: 81
Facings: 32
damaged-closing:
Start: 114
Length: 14
dead:
Start: 128
make: sammake
Start: 0
Length: 20