... and the rest.

This commit is contained in:
Bob
2010-01-12 22:32:27 +13:00
parent 16a9189bec
commit cecc163e52
8 changed files with 27 additions and 136 deletions

View File

@@ -112,10 +112,10 @@ namespace OpenRa.Game
tabSprites = groups tabSprites = groups
.SelectMany(g => Rules.Categories[g]) .SelectMany(g => Rules.Categories[g])
.Where(u => Rules.UnitInfo[u].TechLevel != -1) .Where(u => Rules.NewUnitInfo[u].Traits.Contains<BuildableInfo>())
.ToDictionary( .ToDictionary(
u => u, u => u,
u => SpriteSheetBuilder.LoadAllSprites(Rules.UnitInfo[u].Icon ?? (u + "icon"))[0]); u => SpriteSheetBuilder.LoadAllSprites(Rules.NewUnitInfo[u].Traits.Get<BuildableInfo>().Icon ?? (u + "icon"))[0]);
spsprites = Rules.SupportPowerInfo spsprites = Rules.SupportPowerInfo
.ToDictionary( .ToDictionary(
@@ -531,8 +531,8 @@ namespace OpenRa.Game
var buildableItems = Rules.TechTree.BuildableItems(Game.LocalPlayer, queueName).ToArray(); var buildableItems = Rules.TechTree.BuildableItems(Game.LocalPlayer, queueName).ToArray();
var allItems = Rules.TechTree.AllItems(Game.LocalPlayer, queueName) var allItems = Rules.TechTree.AllItems(Game.LocalPlayer, queueName)
.Where(a => Rules.UnitInfo[a].TechLevel != -1) .Where(a => Rules.NewUnitInfo[a].Traits.Contains<BuildableInfo>())
.OrderBy(a => Rules.UnitInfo[a].TechLevel); .OrderBy(a => Rules.NewUnitInfo[a].Traits.Get<BuildableInfo>().TechLevel);
var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>(); var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();

View File

@@ -0,0 +1,16 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRa.Game.GameRules
{
public enum ArmorType
{
none = 0,
wood = 1,
light = 2,
heavy = 3,
concrete = 4,
}
}

View File

@@ -13,7 +13,6 @@ namespace OpenRa.Game
public static IniFile AllRules; public static IniFile AllRules;
public static Dictionary<string, List<string>> Categories = new Dictionary<string, List<string>>(); public static Dictionary<string, List<string>> Categories = new Dictionary<string, List<string>>();
public static Dictionary<string, string> UnitCategory; public static Dictionary<string, string> UnitCategory;
[Obsolete] public static InfoLoader<LegacyUnitInfo> UnitInfo;
public static InfoLoader<WeaponInfo> WeaponInfo; public static InfoLoader<WeaponInfo> WeaponInfo;
public static InfoLoader<WarheadInfo> WarheadInfo; public static InfoLoader<WarheadInfo> WarheadInfo;
public static InfoLoader<ProjectileInfo> ProjectileInfo; public static InfoLoader<ProjectileInfo> ProjectileInfo;
@@ -64,14 +63,6 @@ namespace OpenRa.Game
"Plane"); "Plane");
UnitCategory = Categories.SelectMany(x => x.Value.Select(y => new KeyValuePair<string, string>(y, x.Key))).ToDictionary(x => x.Key, x => x.Value); UnitCategory = Categories.SelectMany(x => x.Value.Select(y => new KeyValuePair<string, string>(y, x.Key))).ToDictionary(x => x.Key, x => x.Value);
UnitInfo = new InfoLoader<LegacyUnitInfo>(
Pair.New<string, Func<string, LegacyUnitInfo>>("Building", s => new LegacyBuildingInfo(s)),
Pair.New<string, Func<string, LegacyUnitInfo>>("Defense", s => new LegacyBuildingInfo(s)),
Pair.New<string, Func<string, LegacyUnitInfo>>("Infantry", s => new InfantryInfo(s)),
Pair.New<string, Func<string, LegacyUnitInfo>>("Vehicle", s => new VehicleInfo(s)),
Pair.New<string, Func<string, LegacyUnitInfo>>("Ship", s => new VehicleInfo(s)),
Pair.New<string, Func<string, LegacyUnitInfo>>("Plane", s => new VehicleInfo(s)));
LoadCategories( LoadCategories(
"Weapon", "Weapon",
"Warhead", "Warhead",

View File

@@ -38,7 +38,7 @@ namespace OpenRa.Game.GameRules
return false; return false;
foreach( var p in bi.Prerequisites ) foreach( var p in bi.Prerequisites )
if (Rules.UnitInfo[p.ToLowerInvariant()].Owner.Any(x => x == player.Race)) if (Rules.NewUnitInfo[p.ToLowerInvariant()].Traits.Get<BuildableInfo>().Owner.Any(x => x == player.Race))
if( playerBuildings[ p ].Count == 0 ) if( playerBuildings[ p ].Count == 0 )
return false; return false;
@@ -58,8 +58,8 @@ namespace OpenRa.Game.GameRules
public IEnumerable<string> AllItems(Player player, params string[] categories) public IEnumerable<string> AllItems(Player player, params string[] categories)
{ {
return categories.SelectMany(x => Rules.Categories[x]).Select(x => Rules.UnitInfo[x].Name) return categories.SelectMany(x => Rules.Categories[x]).Select(x => Rules.NewUnitInfo[x].Name)
.Where(x => Rules.UnitInfo[x].Owner.Contains(player.Race)); /* todo: fix for dual-race scenarios (captured buildings) */ .Where(x => Rules.NewUnitInfo[x].Traits.Get<BuildableInfo>().Owner.Contains(player.Race)); /* todo: fix for dual-race scenarios (captured buildings) */
} }
public IEnumerable<NewUnitInfo> UnitBuiltAt( NewUnitInfo info ) public IEnumerable<NewUnitInfo> UnitBuiltAt( NewUnitInfo info )

View File

@@ -1,117 +0,0 @@

using System;
namespace OpenRa.Game.GameRules
{
public enum ArmorType
{
none = 0,
wood = 1,
light = 2,
heavy = 3,
concrete = 4,
}
public class LegacyUnitInfo : ActorInfo
{
public readonly string Name;
public readonly string Description = "";
public readonly string[] Traits;
public readonly int Ammo = -1;
public readonly ArmorType Armor = ArmorType.none;
[Obsolete] public readonly bool DoubleOwned = false;
[Obsolete] public readonly bool Cloakable = false;
public readonly int Cost = 0;
public readonly bool Crewed = false;
public readonly bool Explodes = false;
public readonly int GuardRange = -1; // -1 = use weapon's range
public readonly string Image = null; // sprite-set to use when rendering
public readonly bool Invisible = false;
public readonly Race[] Owner = { Race.Allies, Race.Soviet };
public readonly int Points = 0;
public readonly string[] Prerequisite = { };
public readonly string Primary = null;
public readonly string Secondary = null;
public readonly int ROT = 255;
public readonly int Reload = 0;
public readonly bool SelfHealing = false;
[Obsolete] public readonly bool Sensors = false; // no idea what this does
public readonly int Sight = 1;
public readonly int Strength = 1;
public readonly int TechLevel = -1;
public readonly bool WaterBound = false;
public readonly string[] BuiltAt = { };
public readonly int[] PrimaryOffset = { 0, 0 };
public readonly int[] SecondaryOffset = null;
public readonly int[] RotorOffset = { 0, 0 };
public readonly int[] RotorOffset2 = null;
public readonly int Recoil = 0;
public readonly bool MuzzleFlash = false;
public readonly int SelectionPriority = 10;
public readonly int InitialFacing = 128;
public readonly bool Selectable = true;
public readonly int FireDelay = 0;
public readonly string LongDesc = null;
public readonly int OrePips = 0;
public readonly string Icon = null;
public readonly int[] SelectionSize = null;
public readonly int Passengers = 0;
public readonly int UnloadFacing = 0;
public readonly UnitMovementType[] PassengerTypes = null;
// weapon origins and firing angles within the turrets. 3 values per position.
public readonly int[] PrimaryLocalOffset = { };
public readonly int[] SecondaryLocalOffset = { };
public LegacyUnitInfo(string name) { Name = name; }
}
public class LegacyMobileInfo : LegacyUnitInfo
{
public readonly int Speed = 0;
public readonly bool NoMovingFire = false;
public readonly string Voice = "GenericVoice";
public LegacyMobileInfo(string name) : base(name) { }
}
public class InfantryInfo : LegacyMobileInfo
{
public readonly bool C4 = false;
public readonly bool FraidyCat = false;
public readonly bool Infiltrate = false;
public readonly bool IsCanine = false;
public readonly int SquadSize = 1;
public InfantryInfo(string name) : base(name) { }
}
public class VehicleInfo : LegacyMobileInfo
{
public readonly bool Tracked = false;
public VehicleInfo(string name) : base(name) { }
}
public class LegacyBuildingInfo : LegacyUnitInfo
{
public readonly int2 Dimensions = new int2(1, 1);
public readonly string Footprint = "x";
public readonly string[] Produces = { };
public readonly bool BaseNormal = true;
public readonly int Adjacent = 1;
public readonly bool Bib = false;
public readonly bool Capturable = false;
public readonly int Power = 0;
public readonly bool Powered = false;
public readonly bool Repairable = true;
public readonly int Storage = 0;
public readonly bool Unsellable = false;
public readonly int[] RallyPoint = { 1, 3 };
public readonly float[] SpawnOffset = null;
public LegacyBuildingInfo(string name) : base(name) { }
}
}

View File

@@ -94,6 +94,7 @@
<Compile Include="Exts.cs" /> <Compile Include="Exts.cs" />
<Compile Include="GameRules\ActorInfo.cs" /> <Compile Include="GameRules\ActorInfo.cs" />
<Compile Include="GameRules\AftermathInfo.cs" /> <Compile Include="GameRules\AftermathInfo.cs" />
<Compile Include="GameRules\ArmorType.cs" />
<Compile Include="GameRules\GeneralInfo.cs" /> <Compile Include="GameRules\GeneralInfo.cs" />
<Compile Include="GameRules\NewUnitInfo.cs" /> <Compile Include="GameRules\NewUnitInfo.cs" />
<Compile Include="GameRules\SupportPowerInfo.cs" /> <Compile Include="GameRules\SupportPowerInfo.cs" />
@@ -157,7 +158,6 @@
<Compile Include="GameRules\InfoLoader.cs" /> <Compile Include="GameRules\InfoLoader.cs" />
<Compile Include="GameRules\ProjectileInfo.cs" /> <Compile Include="GameRules\ProjectileInfo.cs" />
<Compile Include="GameRules\Rules.cs" /> <Compile Include="GameRules\Rules.cs" />
<Compile Include="GameRules\UnitInfo.cs" />
<Compile Include="GameRules\WarheadInfo.cs" /> <Compile Include="GameRules\WarheadInfo.cs" />
<Compile Include="GameRules\WeaponInfo.cs" /> <Compile Include="GameRules\WeaponInfo.cs" />
<Compile Include="Graphics\Animation.cs" /> <Compile Include="Graphics\Animation.cs" />

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@@ -2,6 +2,7 @@
using System.Linq; using System.Linq;
using OpenRa.Game.GameRules; using OpenRa.Game.GameRules;
using OpenRa.Game.SupportPowers; using OpenRa.Game.SupportPowers;
using OpenRa.Game.Traits;
namespace OpenRa.Game namespace OpenRa.Game
{ {
@@ -49,7 +50,7 @@ namespace OpenRa.Game
var buildings = Rules.TechTree.GatherBuildings(Owner); var buildings = Rules.TechTree.GatherBuildings(Owner);
var effectivePrereq = Info.Prerequisite var effectivePrereq = Info.Prerequisite
.Select( a => a.ToLowerInvariant() ) .Select( a => a.ToLowerInvariant() )
.Where( a => Rules.UnitInfo[a].Owner .Where( a => Rules.NewUnitInfo[a].Traits.Get<BuildableInfo>().Owner
.Any( r => r == Owner.Race )); .Any( r => r == Owner.Race ));
IsAvailable = Info.TechLevel > -1 IsAvailable = Info.TechLevel > -1

View File

@@ -34,7 +34,7 @@ namespace OpenRa.Game.Traits
case "StartProduction": case "StartProduction":
{ {
string group = Rules.UnitCategory[ order.TargetString ]; string group = Rules.UnitCategory[ order.TargetString ];
var ui = Rules.UnitInfo[ order.TargetString ]; var ui = Rules.NewUnitInfo[ order.TargetString ].Traits.Get<BuildableInfo>();
var time = ui.Cost var time = ui.Cost
* Rules.General.BuildSpeed /* todo: country-specific build speed bonus */ * Rules.General.BuildSpeed /* todo: country-specific build speed bonus */
* ( 25 * 60 ) /* frames per min */ /* todo: build acceleration, if we do that */ * ( 25 * 60 ) /* frames per min */ /* todo: build acceleration, if we do that */