Replace WithReloadingSpriteTurret with conditions

WithReloadingSpriteTurret was bound to run into conflicts with any WithTurret*Animation traits due to overriding the turret sequence constantly via ITick.
Using (stacked) conditions instead avoids that.
This commit is contained in:
reaperrr
2017-09-16 19:45:41 +02:00
parent 55b11d1745
commit d90ff99e74
5 changed files with 33 additions and 83 deletions

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@@ -71,7 +71,6 @@
<Compile Include="Traits\Render\WithEmbeddedTurretSpriteBody.cs" /> <Compile Include="Traits\Render\WithEmbeddedTurretSpriteBody.cs" />
<Compile Include="Traits\Render\WithCargo.cs" /> <Compile Include="Traits\Render\WithCargo.cs" />
<Compile Include="Traits\Render\WithDeliveryAnimation.cs" /> <Compile Include="Traits\Render\WithDeliveryAnimation.cs" />
<Compile Include="Traits\Render\WithReloadingSpriteTurret.cs" />
<Compile Include="Traits\Render\WithRoof.cs" /> <Compile Include="Traits\Render\WithRoof.cs" />
<Compile Include="Traits\SupportPowers\IonCannonPower.cs" /> <Compile Include="Traits\SupportPowers\IonCannonPower.cs" />
<Compile Include="UtilityCommands\ImportTiberianDawnLegacyMapCommand.cs" /> <Compile Include="UtilityCommands\ImportTiberianDawnLegacyMapCommand.cs" />

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@@ -1,76 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2018 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits.Render
{
[Desc("Renders ammo-dependent turret graphics for units with the Turreted trait.")]
public class WithReloadingSpriteTurretInfo : WithSpriteTurretInfo, Requires<AmmoPoolInfo>, Requires<ArmamentInfo>
{
[Desc("AmmoPool to use for ammo-dependent sequences.")]
public readonly string AmmoPoolName = null;
[Desc("How many reload stages does this turret have. Defaults to AmmoPool's Ammo.",
"Adds current reload stage to Sequence as suffix when a matching AmmoPool is present.")]
public readonly int ReloadStages = -1;
public override object Create(ActorInitializer init) { return new WithReloadingSpriteTurret(init.Self, this); }
}
public class WithReloadingSpriteTurret : WithSpriteTurret
{
readonly int reloadStages;
readonly AmmoPool ammoPool;
string sequence;
string ammoSuffix;
public WithReloadingSpriteTurret(Actor self, WithReloadingSpriteTurretInfo info)
: base(self, info)
{
ammoPool = self.TraitsImplementing<AmmoPool>().FirstOrDefault(a => a.Info.Name == info.AmmoPoolName);
if (ammoPool == null)
throw new InvalidOperationException("Actor type '" + self.Info.Name + "' does not define a valid ammo pool for its reloading turret.");
sequence = Info.Sequence;
reloadStages = info.ReloadStages;
var initialAmmo = ammoPool.Info.InitialAmmo;
var ammo = ammoPool.Info.Ammo;
var initialAmmoStage = initialAmmo >= 0 && initialAmmo != ammo ? initialAmmo : ammo;
if (ammoPool != null && reloadStages < 0)
ammoSuffix = initialAmmoStage.ToString();
if (ammoPool != null && reloadStages >= 0)
ammoSuffix = (initialAmmoStage * reloadStages / ammo).ToString();
}
protected override void Tick(Actor self)
{
if (Info.AimSequence != null)
sequence = Attack.IsAiming ? Info.AimSequence : Info.Sequence;
var currentAmmo = ammoPool.GetAmmoCount();
if (reloadStages < 0)
ammoSuffix = currentAmmo.ToString();
if (reloadStages >= 0)
ammoSuffix = (currentAmmo * reloadStages / ammoPool.Info.Ammo).ToString();
var newSequence = NormalizeSequence(self, sequence + ammoSuffix);
if (DefaultAnimation.CurrentSequence.Name != newSequence)
DefaultAnimation.ReplaceAnim(newSequence);
}
}
}

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@@ -1650,6 +1650,30 @@ namespace OpenRA.Mods.Common.UtilityCommands
} }
} }
// Removed WithReloadingSpriteTurret
if (engineVersion < 20180223)
{
var reloadingTurret = node.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("WithReloadingSpriteTurret", StringComparison.Ordinal));
if (reloadingTurret != null)
{
var ammoPool = node.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("AmmoPool", StringComparison.Ordinal));
if (ammoPool != null)
ammoPool.Value.Nodes.Add(new MiniYamlNode("AmmoCondition", "ammo"));
RenameNodeKey(reloadingTurret, "WithSpriteTurret");
var noAmmoTurret = new MiniYamlNode("WithSpriteTurret@NoAmmo", "");
var reqAmmoCondition = new MiniYamlNode("RequiresCondition", "ammo");
var reqNoAmmoCondition = new MiniYamlNode("RequiresCondition", "!ammo");
reloadingTurret.Value.Nodes.Add(reqAmmoCondition);
noAmmoTurret.Value.Nodes.Add(reqNoAmmoCondition);
node.Value.Nodes.Add(noAmmoTurret);
Console.WriteLine("WithReloadingSpriteTurret has been removed in favor of using stacked AmmoPool.AmmoConditions.");
Console.WriteLine("Check if your affected actors need further changes.");
}
}
UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1); UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
} }

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@@ -539,9 +539,16 @@ MLRS:
AmmoPool: AmmoPool:
Ammo: 2 Ammo: 2
PipCount: 0 PipCount: 0
AmmoCondition: ammo
AttackTurreted: AttackTurreted:
WithReloadingSpriteTurret: WithSpriteTurret:
AmmoPoolName: primary RequiresCondition: ammo > 1
WithSpriteTurret@OneMissile:
RequiresCondition: ammo == 1
Sequence: turret1
WithSpriteTurret@NoMissiles:
RequiresCondition: !ammo
Sequence: turret0
AutoTarget: AutoTarget:
InitialStanceAI: Defend InitialStanceAI: Defend
RenderRangeCircle: RenderRangeCircle:

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@@ -256,10 +256,6 @@ mlrs:
Start: 32 Start: 32
Facings: 32 Facings: 32
UseClassicFacingFudge: True UseClassicFacingFudge: True
turret2:
Start: 32
Facings: 32
UseClassicFacingFudge: True
turret1: turret1:
Start: 64 Start: 64
Facings: 32 Facings: 32