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:
@@ -91,7 +91,7 @@ namespace OpenRa.Game
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Game.orderManager.FrameNumber,
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PerfHistory.items["render"].LastValue,
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PerfHistory.items["tick_time"].LastValue,
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Game.LocalPlayer.Cash,
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Game.LocalPlayer.DisplayCash,
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Game.LocalPlayer.GetTotalPower()
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), new int2(140, 5), Color.White);
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@@ -100,7 +100,7 @@ namespace OpenRa.Game
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chromeRenderer.DrawSprite(specialBinSprite, float2.Zero, 0);
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chromeRenderer.DrawSprite(moneyBinSprite, new float2(Game.viewport.Width - 320, 0), 0);
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var moneyDigits = Game.LocalPlayer.Cash.ToString();
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var moneyDigits = Game.LocalPlayer.DisplayCash.ToString();
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var x = Game.viewport.Width - 155;
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foreach (var d in moneyDigits.Reverse())
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{
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@@ -27,7 +27,7 @@ namespace OpenRa.Game
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if (order.Subject != null && order.Player == Game.LocalPlayer)
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doVoice = order.Subject;
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}
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if (doVoice != null && doVoice.traits.Contains<Mobile>())
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if (doVoice != null && doVoice.traits.Contains<Unit>())
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Game.PlaySound(Game.SovietVoices.First.GetNext() + GetVoiceSuffix(doVoice), false);
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}
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@@ -43,7 +43,7 @@ namespace OpenRa.Game
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static string GetVoiceSuffix(Actor unit)
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{
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var suffixes = new[] { ".r01", ".r03" };
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return suffixes[unit.traits.Get<Traits.Mobile>().Voice];
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return suffixes[unit.ActorID % suffixes.Length];
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}
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float2 dragStart, dragEnd;
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@@ -69,12 +69,12 @@ namespace OpenRa.Game
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Game.SelectActorsInBox(Game.CellSize * dragStart, Game.CellSize * xy));
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var voicedUnit = ((UnitOrderGenerator)orderGenerator).selection
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.Select(a => a.traits.GetOrDefault<Mobile>())
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.Where(m => m != null && m.self.Owner == Game.LocalPlayer)
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.Where(a => a.traits.Contains<Unit>()
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&& a.Owner == Game.LocalPlayer)
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.FirstOrDefault();
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if (voicedUnit != null)
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Game.PlaySound(Game.SovietVoices.Second.GetNext() + GetVoiceSuffix(voicedUnit.self), false);
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Game.PlaySound(Game.SovietVoices.Second.GetNext() + GetVoiceSuffix(voicedUnit), false);
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}
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dragStart = dragEnd = xy;
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@@ -124,7 +124,7 @@ namespace OpenRa.Game
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else
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return Cursor.MoveBlocked;
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case "DeployMcv":
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var factBuildingInfo = (UnitInfo.BuildingInfo)Rules.UnitInfo[ "fact" ];
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var factBuildingInfo = (BuildingInfo)Rules.UnitInfo[ "fact" ];
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if( Game.CanPlaceBuilding( factBuildingInfo, a.Location - new int2( 1, 1 ), a, false ) )
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return Cursor.Deploy;
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else
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@@ -303,7 +303,7 @@ namespace OpenRa.Game
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return null;
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}
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public static bool CanPlaceBuilding(UnitInfo.BuildingInfo building, int2 xy, Actor toIgnore, bool adjust)
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public static bool CanPlaceBuilding(BuildingInfo building, int2 xy, Actor toIgnore, bool adjust)
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{
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return !Footprint.Tiles(building, xy, adjust).Any(
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t => Rules.Map.ContainsResource(t) || !Game.IsCellBuildable(t,
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@@ -311,12 +311,12 @@ namespace OpenRa.Game
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toIgnore));
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}
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public static bool CanPlaceBuilding(UnitInfo.BuildingInfo building, int2 xy, bool adjust)
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public static bool CanPlaceBuilding(BuildingInfo building, int2 xy, bool adjust)
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{
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return CanPlaceBuilding(building, xy, null, adjust);
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}
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public static bool IsCloseEnoughToBase(Player p, UnitInfo.BuildingInfo bi, int2 position)
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public static bool IsCloseEnoughToBase(Player p, BuildingInfo bi, int2 position)
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{
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var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */
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@@ -9,12 +9,12 @@ namespace OpenRa.Game.GameRules
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{
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static class Footprint
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{
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public static IEnumerable<int2> Tiles( UnitInfo.BuildingInfo buildingInfo, int2 position )
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public static IEnumerable<int2> Tiles( BuildingInfo buildingInfo, int2 position )
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{
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return Tiles(buildingInfo, position, true);
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}
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public static IEnumerable<int2> Tiles( UnitInfo.BuildingInfo buildingInfo, int2 position, bool adjustForPlacement )
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public static IEnumerable<int2> Tiles( BuildingInfo buildingInfo, int2 position, bool adjustForPlacement )
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{
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var dim = buildingInfo.Dimensions;
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@@ -36,7 +36,7 @@ namespace OpenRa.Game.GameRules
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return Tiles( building.unitInfo, a.Location, false );
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}
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public static IEnumerable<int2> UnpathableTiles( UnitInfo.BuildingInfo buildingInfo, int2 position )
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public static IEnumerable<int2> UnpathableTiles( BuildingInfo buildingInfo, int2 position )
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{
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var footprint = buildingInfo.Footprint.Where( x => !char.IsWhiteSpace( x ) ).ToArray();
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foreach( var tile in TilesWhere( buildingInfo.Name, buildingInfo.Dimensions, footprint, a => a == 'x' ) )
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@@ -55,7 +55,7 @@ namespace OpenRa.Game.GameRules
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yield return new int2( x, y );
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}
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public static int2 AdjustForBuildingSize( UnitInfo.BuildingInfo unitInfo )
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public static int2 AdjustForBuildingSize( BuildingInfo unitInfo )
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{
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var dim = unitInfo.Dimensions;
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return new int2( dim.X / 2, dim.Y > 1 ? ( dim.Y + 1 ) / 2 : 0 );
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@@ -53,12 +53,12 @@ namespace OpenRa.Game
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UnitCategory = Categories.SelectMany(x => x.Value.Select(y => new KeyValuePair<string, string>(y, x.Key))).ToDictionary(x => x.Key, x => x.Value);
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UnitInfo = new InfoLoader<UnitInfo>(
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Pair.New<string, Func<string, UnitInfo>>("Building", s => new UnitInfo.BuildingInfo(s)),
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Pair.New<string, Func<string, UnitInfo>>("Defense", s => new UnitInfo.BuildingInfo(s)),
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Pair.New<string, Func<string, UnitInfo>>("Infantry", s => new UnitInfo.InfantryInfo(s)),
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Pair.New<string, Func<string, UnitInfo>>("Vehicle", s => new UnitInfo.VehicleInfo(s)),
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Pair.New<string, Func<string, UnitInfo>>("Ship", s => new UnitInfo.VehicleInfo(s)),
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Pair.New<string, Func<string, UnitInfo>>("Plane", s => new UnitInfo.VehicleInfo(s)));
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Pair.New<string, Func<string, UnitInfo>>("Building", s => new BuildingInfo(s)),
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Pair.New<string, Func<string, UnitInfo>>("Defense", s => new BuildingInfo(s)),
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Pair.New<string, Func<string, UnitInfo>>("Infantry", s => new InfantryInfo(s)),
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Pair.New<string, Func<string, UnitInfo>>("Vehicle", s => new VehicleInfo(s)),
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Pair.New<string, Func<string, UnitInfo>>("Ship", s => new VehicleInfo(s)),
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Pair.New<string, Func<string, UnitInfo>>("Plane", s => new VehicleInfo(s)));
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LoadCategories(
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"Weapon",
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@@ -14,7 +14,7 @@ namespace OpenRa.Game.GameRules
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{
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foreach( var b in Rules.Categories[ "Building" ] )
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{
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var info = (UnitInfo.BuildingInfo)Rules.UnitInfo[ b ];
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var info = (BuildingInfo)Rules.UnitInfo[ b ];
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foreach( var p in info.Produces )
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producesIndex[ p ].Add( info );
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}
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@@ -23,7 +23,7 @@ namespace OpenRa.Game.GameRules
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public Cache<string, List<Actor>> GatherBuildings( Player player )
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{
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var ret = new Cache<string, List<Actor>>( x => new List<Actor>() );
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foreach( var b in Game.world.Actors.Where( x => x.Owner == player && x.unitInfo is UnitInfo.BuildingInfo ) )
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foreach( var b in Game.world.Actors.Where( x => x.Owner == player && x.unitInfo is BuildingInfo ) )
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ret[ b.unitInfo.Name ].Add( b );
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return ret;
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}
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@@ -56,54 +56,54 @@ namespace OpenRa.Game.GameRules
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public readonly int InitialFacing = 128;
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public UnitInfo(string name) { Name = name; }
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}
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public class MobileInfo : UnitInfo
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{
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public readonly int Passengers = 0;
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public readonly int Speed = 0;
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public readonly bool NoMovingFire = false;
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public class MobileInfo : UnitInfo
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{
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public readonly int Passengers = 0;
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public readonly int Speed = 0;
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public readonly bool NoMovingFire = false;
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public MobileInfo(string name) : base(name) { }
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}
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public MobileInfo(string name) : base(name) { }
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}
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public class InfantryInfo : MobileInfo
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{
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public readonly bool Crushable = true; // also on VehicleInfo, but with a different default
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public readonly bool C4 = false;
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public readonly bool FraidyCat = false;
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public readonly bool Infiltrate = false;
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public readonly bool IsCanine = false;
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public readonly int SquadSize = 1;
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public class InfantryInfo : MobileInfo
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{
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public readonly bool Crushable = true; // also on VehicleInfo, but with a different default
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public readonly bool C4 = false;
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public readonly bool FraidyCat = false;
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public readonly bool Infiltrate = false;
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public readonly bool IsCanine = false;
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public readonly int SquadSize = 1;
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public InfantryInfo(string name) : base(name) { }
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}
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public InfantryInfo(string name) : base(name) { }
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}
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public class VehicleInfo : MobileInfo
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{
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public readonly bool Crushable = false;
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public readonly bool Tracked = false;
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public class VehicleInfo : MobileInfo
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{
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public readonly bool Crushable = false;
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public readonly bool Tracked = false;
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public VehicleInfo(string name) : base(name) { }
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}
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public VehicleInfo(string name) : base(name) { }
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}
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public class BuildingInfo : UnitInfo
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{
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public readonly int2 Dimensions = new int2( 1, 1 );
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public readonly string Footprint = "x";
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public readonly string[] Produces = { };
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public class BuildingInfo : UnitInfo
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{
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public readonly int2 Dimensions = new int2(1, 1);
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public readonly string Footprint = "x";
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public readonly string[] Produces = { };
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public readonly bool BaseNormal = true;
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public readonly int Adjacent = 1;
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public readonly bool Bib = false;
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public readonly bool Capturable = false;
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public readonly int Power = 0;
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public readonly bool Powered = false;
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public readonly bool Repairable = true;
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public readonly int Storage = 0;
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public readonly bool Unsellable = false;
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public readonly int[] RallyPoint = { 1, 3 };
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public readonly bool BaseNormal = true;
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public readonly int Adjacent = 1;
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public readonly bool Bib = false;
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public readonly bool Capturable = false;
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public readonly int Power = 0;
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public readonly bool Powered = false;
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public readonly bool Repairable = true;
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public readonly int Storage = 0;
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public readonly bool Unsellable = false;
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public readonly int[] RallyPoint = { 1, 3 };
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public BuildingInfo(string name) : base(name) { }
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}
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public BuildingInfo(string name) : base(name) { }
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}
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}
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@@ -9,12 +9,12 @@ namespace OpenRa.Game
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class PlaceBuilding : IOrderGenerator
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{
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public readonly Player Owner;
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public readonly UnitInfo.BuildingInfo Building;
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public readonly BuildingInfo Building;
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public PlaceBuilding(Player owner, string name)
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{
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Owner = owner;
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Building = (UnitInfo.BuildingInfo)Rules.UnitInfo[ name ];
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Building = (BuildingInfo)Rules.UnitInfo[ name ];
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}
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public IEnumerable<Order> Order(int2 xy, bool lmb)
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@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System;
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namespace OpenRa.Game
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{
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@@ -10,6 +11,7 @@ namespace OpenRa.Game
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public Race Race;
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public readonly int Index;
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public int Cash;
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public int DisplayCash;
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int powerProvided;
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int powerDrained;
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@@ -20,6 +22,7 @@ namespace OpenRa.Game
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this.PlayerName = playerName;
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this.Race = race;
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this.Cash = 10000;
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this.DisplayCash = 0;
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this.powerProvided = this.powerDrained = 0;
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foreach( var cat in Rules.Categories.Keys )
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@@ -56,11 +59,29 @@ namespace OpenRa.Game
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return true;
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}
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const int displayCashDeltaPerFrame = 50;
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public void Tick()
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{
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foreach( var p in production )
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if( p.Value != null )
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p.Value.Tick( this );
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if (this == Game.LocalPlayer)
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{
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if (DisplayCash < Cash)
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{
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DisplayCash += Math.Min(displayCashDeltaPerFrame,
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Cash - DisplayCash);
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Game.PlaySound("cashup1.aud", false);
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}
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else if (DisplayCash > Cash)
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{
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DisplayCash -= Math.Min(displayCashDeltaPerFrame,
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DisplayCash - Cash);
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Game.PlaySound("cashdn1.aud", false);
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}
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}
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}
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// Key: Production category. Categories are: Building, Infantry, Vehicle, Ship, Plane (and one per super, if they're done in here)
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@@ -180,7 +180,7 @@ namespace OpenRa.Game.Traits.Activities
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var oldFraction = moveFraction;
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var oldTotal = moveFractionTotal;
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moveFraction += ( self.unitInfo as UnitInfo.MobileInfo ).Speed;
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moveFraction += ( self.unitInfo as MobileInfo ).Speed;
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UpdateCenterLocation( self, mobile );
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if( moveFraction >= moveFractionTotal )
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{
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@@ -8,11 +8,11 @@ namespace OpenRa.Game.Traits
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{
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class Building : ITick, INotifyBuildComplete
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{
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public readonly UnitInfo.BuildingInfo unitInfo;
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public readonly BuildingInfo unitInfo;
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public Building(Actor self)
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{
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unitInfo = (UnitInfo.BuildingInfo)self.unitInfo;
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unitInfo = (BuildingInfo)self.unitInfo;
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}
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bool first = true;
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@@ -52,7 +52,7 @@ namespace OpenRa.Game.Traits
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self.unitInfo.ROT);
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// .6f going the wrong way; .8f going sideways, 1f going forward.
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var rawSpeed = .2f * (self.unitInfo as UnitInfo.VehicleInfo).Speed;
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var rawSpeed = .2f * (self.unitInfo as VehicleInfo).Speed;
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var angle = (unit.Facing - desiredFacing) / 128f * Math.PI;
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var scale = .4f + .6f * (float)Math.Cos(angle);
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@@ -22,7 +22,7 @@ namespace OpenRa.Game.Traits
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public InfantrySquad(Actor self)
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{
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var ii = (UnitInfo.InfantryInfo)self.unitInfo;
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var ii = (InfantryInfo)self.unitInfo;
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for (int i = 0; i < ii.SquadSize; i++)
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elements.Add(new Soldier(self.unitInfo.Name,
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self.CenterLocation.ToInt2() + elementOffsets[ii.SquadSize][i]));
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@@ -72,7 +72,7 @@ namespace OpenRa.Game.Traits
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anim.PlayFetchIndex("stand",
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() => Util.QuantizeFacing(facing, anim.CurrentSequence.Length));
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location = initialLocation;
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speed = ((UnitInfo.InfantryInfo)Rules.UnitInfo[name]).Speed / 2;
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speed = ((InfantryInfo)Rules.UnitInfo[name]).Speed / 2;
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}
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public void Tick( int2 desiredLocation, Actor self )
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@@ -22,7 +22,7 @@ namespace OpenRa.Game.Traits
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{
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if( order.OrderString == "DeployMcv" )
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{
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var factBuildingInfo = (UnitInfo.BuildingInfo)Rules.UnitInfo[ "fact" ];
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var factBuildingInfo = (BuildingInfo)Rules.UnitInfo[ "fact" ];
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if( Game.CanPlaceBuilding( factBuildingInfo, self.Location - new int2( 1, 1 ), self, false ) )
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{
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self.CancelActivity();
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@@ -16,8 +16,6 @@ namespace OpenRa.Game.Traits
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public int2 fromCell { get { return __fromCell; } set { Game.UnitInfluence.Remove( this ); __fromCell = value; Game.UnitInfluence.Add( this ); } }
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public int2 toCell { get { return self.Location; } set { Game.UnitInfluence.Remove( this ); self.Location = value; Game.UnitInfluence.Add( this ); } }
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public int Voice = Game.CosmeticRandom.Next(2);
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public Mobile(Actor self)
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{
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this.self = self;
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@@ -62,7 +60,7 @@ namespace OpenRa.Game.Traits
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case "Infantry":
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return UnitMovementType.Foot;
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case "Vehicle":
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return ( self.unitInfo as UnitInfo.VehicleInfo ).Tracked ? UnitMovementType.Track : UnitMovementType.Wheel;
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return ( self.unitInfo as VehicleInfo ).Tracked ? UnitMovementType.Track : UnitMovementType.Wheel;
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case "Ship":
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return UnitMovementType.Float;
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case "Plane":
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@@ -43,7 +43,7 @@ namespace OpenRa.Game
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spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), 0);
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}
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public void DrawBuildingGrid( UnitInfo.BuildingInfo bi )
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public void DrawBuildingGrid( BuildingInfo bi )
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{
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var position = Game.controller.MousePosition.ToInt2();
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var isCloseEnough = Game.IsCloseEnoughToBase(Game.LocalPlayer, bi, position);
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@@ -28,7 +28,7 @@ namespace OpenRa.Game
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{
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Game.world.AddFrameEndTask( _ =>
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{
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var building = (UnitInfo.BuildingInfo)Rules.UnitInfo[ order.TargetString ];
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var building = (BuildingInfo)Rules.UnitInfo[ order.TargetString ];
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var producing = order.Player.Producing(Rules.UnitCategory[order.TargetString]);
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if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
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return;
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Reference in New Issue
Block a user