StyleCop clean Cnc DLL

This commit is contained in:
Matthias Mailänder
2013-08-03 18:14:54 +02:00
parent bcce9ea7f0
commit d278bc84d1
24 changed files with 315 additions and 307 deletions

View File

@@ -19,18 +19,18 @@ namespace OpenRA.Mods.RA
{
class CncShellmapScriptInfo : TraitInfo<CncShellmapScript> { }
class CncShellmapScript: IWorldLoaded, ITick
class CncShellmapScript : IWorldLoaded, ITick
{
Dictionary<string, Actor> Actors;
static CPos ViewportOrigin;
static CPos viewportOrigin;
Dictionary<string, Actor> actors;
public void WorldLoaded(World w)
{
var b = w.Map.Bounds;
ViewportOrigin = new CPos(b.Left + b.Width/2, b.Top + b.Height/2);
Game.MoveViewport(ViewportOrigin.ToFloat2());
viewportOrigin = new CPos(b.Left + b.Width / 2, b.Top + b.Height / 2);
Game.MoveViewport(viewportOrigin.ToFloat2());
Actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
SetViewport();
}
@@ -38,7 +38,7 @@ namespace OpenRA.Mods.RA
void SetViewport()
{
var t = (ticks + 45) % (360f * speed) * (Math.PI / 180) * 1f / speed;
var loc = ViewportOrigin.ToFloat2() + (new float2(-15,4) * float2.FromAngle( (float)t ));
var loc = viewportOrigin.ToFloat2() + (new float2(-15, 4) * float2.FromAngle((float)t));
Game.viewport.Center(loc);
}
@@ -51,16 +51,16 @@ namespace OpenRA.Mods.RA
if (ticks == 0)
{
LoopTrack(Actors["boat1"], Actors["tl1"].Location, Actors["tr1"].Location);
LoopTrack(Actors["boat3"], Actors["tl1"].Location, Actors["tr1"].Location);
LoopTrack(Actors["boat2"], Actors["tl3"].Location, Actors["tr3"].Location);
LoopTrack(Actors["boat4"], Actors["tl3"].Location, Actors["tr3"].Location);
CreateUnitsInTransport(Actors["lst1"], new string[] {"htnk"});
CreateUnitsInTransport(Actors["lst2"], new string[] {"mcv"});
CreateUnitsInTransport(Actors["lst3"], new string[] {"htnk"});
LoopTrack(Actors["lst1"], Actors["tl2"].Location, Actors["tr2"].Location);
LoopTrack(Actors["lst2"], Actors["tl2"].Location, Actors["tr2"].Location);
LoopTrack(Actors["lst3"], Actors["tl2"].Location, Actors["tr2"].Location);
LoopTrack(actors["boat1"], actors["tl1"].Location, actors["tr1"].Location);
LoopTrack(actors["boat3"], actors["tl1"].Location, actors["tr1"].Location);
LoopTrack(actors["boat2"], actors["tl3"].Location, actors["tr3"].Location);
LoopTrack(actors["boat4"], actors["tl3"].Location, actors["tr3"].Location);
CreateUnitsInTransport(actors["lst1"], new string[] { "htnk" });
CreateUnitsInTransport(actors["lst2"], new string[] { "mcv" });
CreateUnitsInTransport(actors["lst3"], new string[] { "htnk" });
LoopTrack(actors["lst1"], actors["tl2"].Location, actors["tr2"].Location);
LoopTrack(actors["lst2"], actors["tl2"].Location, actors["tr2"].Location);
LoopTrack(actors["lst3"], actors["tl2"].Location, actors["tr2"].Location);
}
ticks++;
@@ -73,8 +73,8 @@ namespace OpenRA.Mods.RA
foreach (var i in cargo)
c.Load(transport, transport.World.CreateActor(false, i.ToLowerInvariant(), new TypeDictionary
{
new OwnerInit( transport.Owner ),
new FacingInit( f.Facing ),
new OwnerInit(transport.Owner),
new FacingInit(f.Facing),
}));
}
@@ -83,7 +83,7 @@ namespace OpenRA.Mods.RA
var mobile = self.Trait<Mobile>();
self.QueueActivity(mobile.ScriptedMove(left));
self.QueueActivity(new SimpleTeleport(right));
self.QueueActivity(new CallFunc(() => LoopTrack(self,left,right)));
self.QueueActivity(new CallFunc(() => LoopTrack(self, left, right)));
}
}
}

View File

@@ -15,25 +15,25 @@ using OpenRA.FileFormats;
using OpenRA.Mods.RA;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Move;
using OpenRA.Scripting;
using OpenRA.Traits;
using OpenRA.Widgets;
using OpenRA.Scripting;
namespace OpenRA.Mods.Cnc.Missions
{
class Gdi01ScriptInfo : TraitInfo<Gdi01Script> { }
class Gdi01Script: IWorldLoaded, ITick
class Gdi01Script : IWorldLoaded, ITick
{
Dictionary<string, Actor> Actors;
Dictionary<string, Player> Players;
Dictionary<string, Actor> actors;
Dictionary<string, Player> players;
public void WorldLoaded(World w)
{
Players = w.Players.ToDictionary(p => p.InternalName);
Actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
players = w.Players.ToDictionary(p => p.InternalName);
actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
var b = w.Map.Bounds;
Game.MoveViewport(new CPos(b.Left + b.Width/2, b.Top + b.Height/2).ToFloat2());
Game.MoveViewport(new CPos(b.Left + b.Width / 2, b.Top + b.Height / 2).ToFloat2());
Action afterFMV = () =>
{
@@ -48,10 +48,10 @@ namespace OpenRA.Mods.Cnc.Missions
{
Action afterFMV = () =>
{
Players["GoodGuy"].WinState = WinState.Won;
players["GoodGuy"].WinState = WinState.Won;
started = false;
Sound.StopMusic();
Sound.PlayToPlayer(Players["GoodGuy"], "accom1.aud");
Sound.PlayToPlayer(players["GoodGuy"], "accom1.aud");
};
Game.RunAfterDelay(0, () => Media.PlayFMVFullscreen(w, "consyard.vqa", afterFMV));
}
@@ -60,10 +60,10 @@ namespace OpenRA.Mods.Cnc.Missions
{
Action afterFMV = () =>
{
Players["GoodGuy"].WinState = WinState.Lost;
players["GoodGuy"].WinState = WinState.Lost;
started = false;
Sound.StopMusic();
Sound.PlayToPlayer(Players["GoodGuy"], "fail1.aud");
Sound.PlayToPlayer(players["GoodGuy"], "fail1.aud");
};
Game.RunAfterDelay(0, () => Media.PlayFMVFullscreen(w, "gameover.vqa", afterFMV));
}
@@ -82,27 +82,29 @@ namespace OpenRA.Mods.Cnc.Missions
SetGunboatPath();
self.World.AddFrameEndTask(w =>
{
//Initial Nod reinforcements
foreach (var i in new[]{ "e1", "e1" })
// Initial Nod reinforcements
foreach (var i in new[] { "e1", "e1" })
{
var a = self.World.CreateActor(i.ToLowerInvariant(), new TypeDictionary
{
new OwnerInit(Players["BadGuy"]),
new OwnerInit(players["BadGuy"]),
new FacingInit(0),
new LocationInit(Actors["nod0"].Location),
new LocationInit(actors["nod0"].Location),
});
var mobile = a.Trait<Mobile>();
a.QueueActivity(mobile.MoveTo(Actors["nod1"].Location, 2 ));
a.QueueActivity(mobile.MoveTo(Actors["nod2"].Location, 2 ));
a.QueueActivity(mobile.MoveTo(Actors["nod3"].Location, 2 ));
a.QueueActivity(mobile.MoveTo(actors["nod1"].Location, 2));
a.QueueActivity(mobile.MoveTo(actors["nod2"].Location, 2));
a.QueueActivity(mobile.MoveTo(actors["nod3"].Location, 2));
// TODO: Queue hunt order
}
});
}
// GoodGuy win conditions
// BadGuy is dead
var badcount = self.World.Actors.Count(a => a != a.Owner.PlayerActor &&
a.Owner == Players["BadGuy"] && !a.IsDead());
a.Owner == players["BadGuy"] && !a.IsDead());
if (badcount != lastBadCount)
{
Game.Debug("{0} badguys remain".F(badcount));
@@ -112,51 +114,51 @@ namespace OpenRA.Mods.Cnc.Missions
OnVictory(self.World);
}
//GoodGuy lose conditions: MCV/cyard must survive
// GoodGuy lose conditions: MCV/cyard must survive
var hasAnything = self.World.ActorsWithTrait<MustBeDestroyed>()
.Any( a => a.Actor.Owner == Players["GoodGuy"] );
.Any(a => a.Actor.Owner == players["GoodGuy"]);
if (!hasAnything)
OnLose(self.World);
// GoodGuy reinforcements
if (ticks == 25*5)
if (ticks == 25 * 5)
{
ReinforceFromSea(self.World,
Actors["lstStart"].Location,
Actors["lstEnd"].Location,
actors["lstStart"].Location,
actors["lstEnd"].Location,
new CPos(53, 53),
new string[] {"e1","e1","e1"},
Players["GoodGuy"]);
new string[] { "e1", "e1", "e1" },
players["GoodGuy"]);
}
if (ticks == 25*15)
if (ticks == 25 * 15)
{
ReinforceFromSea(self.World,
Actors["lstStart"].Location,
Actors["lstEnd"].Location,
actors["lstStart"].Location,
actors["lstEnd"].Location,
new CPos(53, 53),
new string[] {"e1","e1","e1"},
Players["GoodGuy"]);
new string[] { "e1", "e1", "e1" },
players["GoodGuy"]);
}
if (ticks == 25*30)
if (ticks == 25 * 30)
{
ReinforceFromSea(self.World,
Actors["lstStart"].Location,
Actors["lstEnd"].Location,
actors["lstStart"].Location,
actors["lstEnd"].Location,
new CPos(53, 53),
new string[] {"jeep"},
Players["GoodGuy"]);
new string[] { "jeep" },
players["GoodGuy"]);
}
if (ticks == 25*60)
if (ticks == 25 * 60)
{
ReinforceFromSea(self.World,
Actors["lstStart"].Location,
Actors["lstEnd"].Location,
actors["lstStart"].Location,
actors["lstEnd"].Location,
new CPos(53, 53),
new string[] {"jeep"},
Players["GoodGuy"]);
new string[] { "jeep" },
players["GoodGuy"]);
}
ticks++;
@@ -164,11 +166,11 @@ namespace OpenRA.Mods.Cnc.Missions
void SetGunboatPath()
{
var self = Actors[ "Gunboat" ];
var self = actors["Gunboat"];
var mobile = self.Trait<Mobile>();
self.Trait<AutoTarget>().stance = UnitStance.AttackAnything; //TODO: this is ignored
self.QueueActivity(mobile.ScriptedMove(Actors["gunboatLeft"].Location));
self.QueueActivity(mobile.ScriptedMove(Actors["gunboatRight"].Location));
self.Trait<AutoTarget>().stance = UnitStance.AttackAnything; // TODO: this is ignored
self.QueueActivity(mobile.ScriptedMove(actors["gunboatLeft"].Location));
self.QueueActivity(mobile.ScriptedMove(actors["gunboatRight"].Location));
self.QueueActivity(new CallFunc(() => SetGunboatPath()));
}
@@ -176,13 +178,13 @@ namespace OpenRA.Mods.Cnc.Missions
{
world.AddFrameEndTask(w =>
{
Sound.PlayToPlayer(w.LocalPlayer,"reinfor1.aud");
Sound.PlayToPlayer(w.LocalPlayer, "reinfor1.aud");
var a = w.CreateActor("lst", new TypeDictionary
{
new LocationInit( startPos ),
new OwnerInit( player ),
new FacingInit( 0 ),
new LocationInit(startPos),
new OwnerInit(player),
new FacingInit(0),
});
var mobile = a.Trait<Mobile>();
@@ -190,8 +192,8 @@ namespace OpenRA.Mods.Cnc.Missions
foreach (var i in items)
cargo.Load(a, world.CreateActor(false, i.ToLowerInvariant(), new TypeDictionary
{
new OwnerInit( player ),
new FacingInit( 0 ),
new OwnerInit(player),
new FacingInit(0),
}));
a.CancelActivity();

View File

@@ -11,16 +11,16 @@
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Mods.Cnc;
using OpenRA.Mods.RA;
using OpenRA.Mods.RA.Air;
using OpenRA.Mods.RA.Move;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Missions;
using OpenRA.Mods.RA.Air;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Missions;
using OpenRA.Mods.RA.Move;
using OpenRA.Scripting;
using OpenRA.Traits;
using OpenRA.FileFormats;
namespace OpenRA.Mods.Cnc.Missions
{
@@ -90,6 +90,7 @@ namespace OpenRA.Mods.Cnc.Missions
NODReinforceNthA();
Sound.Play("reinfor1.aud");
}
if (world.FrameNumber == 1400)
{
NODReinforceNthB();
@@ -107,6 +108,7 @@ namespace OpenRA.Mods.Cnc.Missions
Sound.Play("reinfor1.aud");
}
}
if (levelvillage.Status == ObjectiveStatus.InProgress)
{
if (vil01.Destroyed && vil02.Destroyed && vil03.Destroyed && vil04.Destroyed && vil05.Destroyed && vil06.Destroyed &&