moved inner classes out of UnitInfo for brevity. added money-up and money-down sounds. added slow view of money changes, like real-ra.

This commit is contained in:
Chris Forbes
2009-11-29 15:26:55 +13:00
parent 9860b35030
commit da84b66424
17 changed files with 96 additions and 77 deletions

View File

@@ -91,7 +91,7 @@ namespace OpenRa.Game
Game.orderManager.FrameNumber,
PerfHistory.items["render"].LastValue,
PerfHistory.items["tick_time"].LastValue,
Game.LocalPlayer.Cash,
Game.LocalPlayer.DisplayCash,
Game.LocalPlayer.GetTotalPower()
), new int2(140, 5), Color.White);
@@ -100,7 +100,7 @@ namespace OpenRa.Game
chromeRenderer.DrawSprite(specialBinSprite, float2.Zero, 0);
chromeRenderer.DrawSprite(moneyBinSprite, new float2(Game.viewport.Width - 320, 0), 0);
var moneyDigits = Game.LocalPlayer.Cash.ToString();
var moneyDigits = Game.LocalPlayer.DisplayCash.ToString();
var x = Game.viewport.Width - 155;
foreach (var d in moneyDigits.Reverse())
{

View File

@@ -27,7 +27,7 @@ namespace OpenRa.Game
if (order.Subject != null && order.Player == Game.LocalPlayer)
doVoice = order.Subject;
}
if (doVoice != null && doVoice.traits.Contains<Mobile>())
if (doVoice != null && doVoice.traits.Contains<Unit>())
Game.PlaySound(Game.SovietVoices.First.GetNext() + GetVoiceSuffix(doVoice), false);
}
@@ -43,7 +43,7 @@ namespace OpenRa.Game
static string GetVoiceSuffix(Actor unit)
{
var suffixes = new[] { ".r01", ".r03" };
return suffixes[unit.traits.Get<Traits.Mobile>().Voice];
return suffixes[unit.ActorID % suffixes.Length];
}
float2 dragStart, dragEnd;
@@ -69,12 +69,12 @@ namespace OpenRa.Game
Game.SelectActorsInBox(Game.CellSize * dragStart, Game.CellSize * xy));
var voicedUnit = ((UnitOrderGenerator)orderGenerator).selection
.Select(a => a.traits.GetOrDefault<Mobile>())
.Where(m => m != null && m.self.Owner == Game.LocalPlayer)
.Where(a => a.traits.Contains<Unit>()
&& a.Owner == Game.LocalPlayer)
.FirstOrDefault();
if (voicedUnit != null)
Game.PlaySound(Game.SovietVoices.Second.GetNext() + GetVoiceSuffix(voicedUnit.self), false);
Game.PlaySound(Game.SovietVoices.Second.GetNext() + GetVoiceSuffix(voicedUnit), false);
}
dragStart = dragEnd = xy;
@@ -124,7 +124,7 @@ namespace OpenRa.Game
else
return Cursor.MoveBlocked;
case "DeployMcv":
var factBuildingInfo = (UnitInfo.BuildingInfo)Rules.UnitInfo[ "fact" ];
var factBuildingInfo = (BuildingInfo)Rules.UnitInfo[ "fact" ];
if( Game.CanPlaceBuilding( factBuildingInfo, a.Location - new int2( 1, 1 ), a, false ) )
return Cursor.Deploy;
else

View File

@@ -303,7 +303,7 @@ namespace OpenRa.Game
return null;
}
public static bool CanPlaceBuilding(UnitInfo.BuildingInfo building, int2 xy, Actor toIgnore, bool adjust)
public static bool CanPlaceBuilding(BuildingInfo building, int2 xy, Actor toIgnore, bool adjust)
{
return !Footprint.Tiles(building, xy, adjust).Any(
t => Rules.Map.ContainsResource(t) || !Game.IsCellBuildable(t,
@@ -311,12 +311,12 @@ namespace OpenRa.Game
toIgnore));
}
public static bool CanPlaceBuilding(UnitInfo.BuildingInfo building, int2 xy, bool adjust)
public static bool CanPlaceBuilding(BuildingInfo building, int2 xy, bool adjust)
{
return CanPlaceBuilding(building, xy, null, adjust);
}
public static bool IsCloseEnoughToBase(Player p, UnitInfo.BuildingInfo bi, int2 position)
public static bool IsCloseEnoughToBase(Player p, BuildingInfo bi, int2 position)
{
var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */

View File

@@ -9,12 +9,12 @@ namespace OpenRa.Game.GameRules
{
static class Footprint
{
public static IEnumerable<int2> Tiles( UnitInfo.BuildingInfo buildingInfo, int2 position )
public static IEnumerable<int2> Tiles( BuildingInfo buildingInfo, int2 position )
{
return Tiles(buildingInfo, position, true);
}
public static IEnumerable<int2> Tiles( UnitInfo.BuildingInfo buildingInfo, int2 position, bool adjustForPlacement )
public static IEnumerable<int2> Tiles( BuildingInfo buildingInfo, int2 position, bool adjustForPlacement )
{
var dim = buildingInfo.Dimensions;
@@ -36,7 +36,7 @@ namespace OpenRa.Game.GameRules
return Tiles( building.unitInfo, a.Location, false );
}
public static IEnumerable<int2> UnpathableTiles( UnitInfo.BuildingInfo buildingInfo, int2 position )
public static IEnumerable<int2> UnpathableTiles( BuildingInfo buildingInfo, int2 position )
{
var footprint = buildingInfo.Footprint.Where( x => !char.IsWhiteSpace( x ) ).ToArray();
foreach( var tile in TilesWhere( buildingInfo.Name, buildingInfo.Dimensions, footprint, a => a == 'x' ) )
@@ -55,7 +55,7 @@ namespace OpenRa.Game.GameRules
yield return new int2( x, y );
}
public static int2 AdjustForBuildingSize( UnitInfo.BuildingInfo unitInfo )
public static int2 AdjustForBuildingSize( BuildingInfo unitInfo )
{
var dim = unitInfo.Dimensions;
return new int2( dim.X / 2, dim.Y > 1 ? ( dim.Y + 1 ) / 2 : 0 );

View File

@@ -53,12 +53,12 @@ namespace OpenRa.Game
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<UnitInfo>(
Pair.New<string, Func<string, UnitInfo>>("Building", s => new UnitInfo.BuildingInfo(s)),
Pair.New<string, Func<string, UnitInfo>>("Defense", s => new UnitInfo.BuildingInfo(s)),
Pair.New<string, Func<string, UnitInfo>>("Infantry", s => new UnitInfo.InfantryInfo(s)),
Pair.New<string, Func<string, UnitInfo>>("Vehicle", s => new UnitInfo.VehicleInfo(s)),
Pair.New<string, Func<string, UnitInfo>>("Ship", s => new UnitInfo.VehicleInfo(s)),
Pair.New<string, Func<string, UnitInfo>>("Plane", s => new UnitInfo.VehicleInfo(s)));
Pair.New<string, Func<string, UnitInfo>>("Building", s => new BuildingInfo(s)),
Pair.New<string, Func<string, UnitInfo>>("Defense", s => new BuildingInfo(s)),
Pair.New<string, Func<string, UnitInfo>>("Infantry", s => new InfantryInfo(s)),
Pair.New<string, Func<string, UnitInfo>>("Vehicle", s => new VehicleInfo(s)),
Pair.New<string, Func<string, UnitInfo>>("Ship", s => new VehicleInfo(s)),
Pair.New<string, Func<string, UnitInfo>>("Plane", s => new VehicleInfo(s)));
LoadCategories(
"Weapon",

View File

@@ -14,7 +14,7 @@ namespace OpenRa.Game.GameRules
{
foreach( var b in Rules.Categories[ "Building" ] )
{
var info = (UnitInfo.BuildingInfo)Rules.UnitInfo[ b ];
var info = (BuildingInfo)Rules.UnitInfo[ b ];
foreach( var p in info.Produces )
producesIndex[ p ].Add( info );
}
@@ -23,7 +23,7 @@ namespace OpenRa.Game.GameRules
public Cache<string, List<Actor>> GatherBuildings( Player player )
{
var ret = new Cache<string, List<Actor>>( x => new List<Actor>() );
foreach( var b in Game.world.Actors.Where( x => x.Owner == player && x.unitInfo is UnitInfo.BuildingInfo ) )
foreach( var b in Game.world.Actors.Where( x => x.Owner == player && x.unitInfo is BuildingInfo ) )
ret[ b.unitInfo.Name ].Add( b );
return ret;
}

View File

@@ -56,54 +56,54 @@ namespace OpenRa.Game.GameRules
public readonly int InitialFacing = 128;
public UnitInfo(string name) { Name = name; }
}
public class MobileInfo : UnitInfo
{
public readonly int Passengers = 0;
public readonly int Speed = 0;
public readonly bool NoMovingFire = false;
public class MobileInfo : UnitInfo
{
public readonly int Passengers = 0;
public readonly int Speed = 0;
public readonly bool NoMovingFire = false;
public MobileInfo(string name) : base(name) { }
}
public MobileInfo(string name) : base(name) { }
}
public class InfantryInfo : MobileInfo
{
public readonly bool Crushable = true; // also on VehicleInfo, but with a different default
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 class InfantryInfo : MobileInfo
{
public readonly bool Crushable = true; // also on VehicleInfo, but with a different default
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 InfantryInfo(string name) : base(name) { }
}
public class VehicleInfo : MobileInfo
{
public readonly bool Crushable = false;
public readonly bool Tracked = false;
public class VehicleInfo : MobileInfo
{
public readonly bool Crushable = false;
public readonly bool Tracked = false;
public VehicleInfo(string name) : base(name) { }
}
public VehicleInfo(string name) : base(name) { }
}
public class BuildingInfo : UnitInfo
{
public readonly int2 Dimensions = new int2( 1, 1 );
public readonly string Footprint = "x";
public readonly string[] Produces = { };
public class BuildingInfo : UnitInfo
{
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 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 BuildingInfo(string name) : base(name) { }
}
public BuildingInfo(string name) : base(name) { }
}
}

View File

@@ -9,12 +9,12 @@ namespace OpenRa.Game
class PlaceBuilding : IOrderGenerator
{
public readonly Player Owner;
public readonly UnitInfo.BuildingInfo Building;
public readonly BuildingInfo Building;
public PlaceBuilding(Player owner, string name)
{
Owner = owner;
Building = (UnitInfo.BuildingInfo)Rules.UnitInfo[ name ];
Building = (BuildingInfo)Rules.UnitInfo[ name ];
}
public IEnumerable<Order> Order(int2 xy, bool lmb)

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic;
using System;
namespace OpenRa.Game
{
@@ -10,6 +11,7 @@ namespace OpenRa.Game
public Race Race;
public readonly int Index;
public int Cash;
public int DisplayCash;
int powerProvided;
int powerDrained;
@@ -20,6 +22,7 @@ namespace OpenRa.Game
this.PlayerName = playerName;
this.Race = race;
this.Cash = 10000;
this.DisplayCash = 0;
this.powerProvided = this.powerDrained = 0;
foreach( var cat in Rules.Categories.Keys )
@@ -56,11 +59,29 @@ namespace OpenRa.Game
return true;
}
const int displayCashDeltaPerFrame = 50;
public void Tick()
{
foreach( var p in production )
if( p.Value != null )
p.Value.Tick( this );
if (this == Game.LocalPlayer)
{
if (DisplayCash < Cash)
{
DisplayCash += Math.Min(displayCashDeltaPerFrame,
Cash - DisplayCash);
Game.PlaySound("cashup1.aud", false);
}
else if (DisplayCash > Cash)
{
DisplayCash -= Math.Min(displayCashDeltaPerFrame,
DisplayCash - Cash);
Game.PlaySound("cashdn1.aud", false);
}
}
}
// Key: Production category. Categories are: Building, Infantry, Vehicle, Ship, Plane (and one per super, if they're done in here)

View File

@@ -180,7 +180,7 @@ namespace OpenRa.Game.Traits.Activities
var oldFraction = moveFraction;
var oldTotal = moveFractionTotal;
moveFraction += ( self.unitInfo as UnitInfo.MobileInfo ).Speed;
moveFraction += ( self.unitInfo as MobileInfo ).Speed;
UpdateCenterLocation( self, mobile );
if( moveFraction >= moveFractionTotal )
{

View File

@@ -8,11 +8,11 @@ namespace OpenRa.Game.Traits
{
class Building : ITick, INotifyBuildComplete
{
public readonly UnitInfo.BuildingInfo unitInfo;
public readonly BuildingInfo unitInfo;
public Building(Actor self)
{
unitInfo = (UnitInfo.BuildingInfo)self.unitInfo;
unitInfo = (BuildingInfo)self.unitInfo;
}
bool first = true;

View File

@@ -52,7 +52,7 @@ namespace OpenRa.Game.Traits
self.unitInfo.ROT);
// .6f going the wrong way; .8f going sideways, 1f going forward.
var rawSpeed = .2f * (self.unitInfo as UnitInfo.VehicleInfo).Speed;
var rawSpeed = .2f * (self.unitInfo as VehicleInfo).Speed;
var angle = (unit.Facing - desiredFacing) / 128f * Math.PI;
var scale = .4f + .6f * (float)Math.Cos(angle);

View File

@@ -22,7 +22,7 @@ namespace OpenRa.Game.Traits
public InfantrySquad(Actor self)
{
var ii = (UnitInfo.InfantryInfo)self.unitInfo;
var ii = (InfantryInfo)self.unitInfo;
for (int i = 0; i < ii.SquadSize; i++)
elements.Add(new Soldier(self.unitInfo.Name,
self.CenterLocation.ToInt2() + elementOffsets[ii.SquadSize][i]));
@@ -72,7 +72,7 @@ namespace OpenRa.Game.Traits
anim.PlayFetchIndex("stand",
() => Util.QuantizeFacing(facing, anim.CurrentSequence.Length));
location = initialLocation;
speed = ((UnitInfo.InfantryInfo)Rules.UnitInfo[name]).Speed / 2;
speed = ((InfantryInfo)Rules.UnitInfo[name]).Speed / 2;
}
public void Tick( int2 desiredLocation, Actor self )

View File

@@ -22,7 +22,7 @@ namespace OpenRa.Game.Traits
{
if( order.OrderString == "DeployMcv" )
{
var factBuildingInfo = (UnitInfo.BuildingInfo)Rules.UnitInfo[ "fact" ];
var factBuildingInfo = (BuildingInfo)Rules.UnitInfo[ "fact" ];
if( Game.CanPlaceBuilding( factBuildingInfo, self.Location - new int2( 1, 1 ), self, false ) )
{
self.CancelActivity();

View File

@@ -16,8 +16,6 @@ namespace OpenRa.Game.Traits
public int2 fromCell { get { return __fromCell; } set { Game.UnitInfluence.Remove( this ); __fromCell = value; Game.UnitInfluence.Add( this ); } }
public int2 toCell { get { return self.Location; } set { Game.UnitInfluence.Remove( this ); self.Location = value; Game.UnitInfluence.Add( this ); } }
public int Voice = Game.CosmeticRandom.Next(2);
public Mobile(Actor self)
{
this.self = self;
@@ -62,7 +60,7 @@ namespace OpenRa.Game.Traits
case "Infantry":
return UnitMovementType.Foot;
case "Vehicle":
return ( self.unitInfo as UnitInfo.VehicleInfo ).Tracked ? UnitMovementType.Track : UnitMovementType.Wheel;
return ( self.unitInfo as VehicleInfo ).Tracked ? UnitMovementType.Track : UnitMovementType.Wheel;
case "Ship":
return UnitMovementType.Float;
case "Plane":

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@@ -43,7 +43,7 @@ namespace OpenRa.Game
spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), 0);
}
public void DrawBuildingGrid( UnitInfo.BuildingInfo bi )
public void DrawBuildingGrid( BuildingInfo bi )
{
var position = Game.controller.MousePosition.ToInt2();
var isCloseEnough = Game.IsCloseEnoughToBase(Game.LocalPlayer, bi, position);

View File

@@ -28,7 +28,7 @@ namespace OpenRa.Game
{
Game.world.AddFrameEndTask( _ =>
{
var building = (UnitInfo.BuildingInfo)Rules.UnitInfo[ order.TargetString ];
var building = (BuildingInfo)Rules.UnitInfo[ order.TargetString ];
var producing = order.Player.Producing(Rules.UnitCategory[order.TargetString]);
if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
return;