Merge branch 'master' of git://github.com/chrisforbes/OpenRA
This commit is contained in:
@@ -338,7 +338,7 @@ namespace OpenRa.Game
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else
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{
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||||
//repairButton.ReplaceAnim(Game.controller.orderGenerator is RepairOrderGenerator ? "pressed" : "normal");
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AddButton(curtainRect, isLmb => Game.controller.ToggleInputMode<IronCurtainOrderGenerator>());
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AddButton(curtainRect, isLmb => HandleIronCurtainButton());
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}
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buildPaletteRenderer.DrawSprite(repairButton.Image, curtainDrawPos, PaletteType.Chrome);
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@@ -438,6 +438,12 @@ namespace OpenRa.Game
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Sound.Play("slcttgt1.aud");
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}
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void HandleIronCurtainButton()
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{
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if (Game.controller.ToggleInputMode<IronCurtainOrderGenerator>())
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Sound.Play("slcttgt1.aud");
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}
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void DrawChat()
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{
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var chatpos = new int2(400, Game.viewport.Height - 20);
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@@ -697,7 +703,10 @@ namespace OpenRa.Game
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p += new int2(0, 15);
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if (!Rules.TechTree.CanBuild(info, Game.LocalPlayer, buildings))
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{
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var prereqs = info.Prerequisite.Select(a => Rules.UnitInfo[a.ToLowerInvariant()].Description);
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var prereqs = info.Prerequisite
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.Select(a => Rules.UnitInfo[a.ToLowerInvariant()])
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.Where( u => u.Owner.Any( o => o == Game.LocalPlayer.Race ) )
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.Select( a => a.Description );
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renderer.DrawText("Requires {0}".F( string.Join( ", ", prereqs.ToArray() ) ), p.ToInt2(),
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Color.White);
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}
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@@ -31,6 +31,8 @@ namespace OpenRa.Game.Effects
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FiredBy = firedBy;
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Src = src;
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Dest = dest;
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SrcAltitude = srcAltitude;
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DestAltitude = destAltitude;
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VisualDest = Dest + new int2(
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Game.CosmeticRandom.Next(-10, 10),
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Game.CosmeticRandom.Next(-10, 10));
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30
OpenRa.Game/Effects/InvulnEffect.cs
Normal file
30
OpenRa.Game/Effects/InvulnEffect.cs
Normal file
@@ -0,0 +1,30 @@
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using System.Collections.Generic;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game.Effects
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{
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class InvulnEffect : IEffect
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{
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Actor a;
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IronCurtainable b;
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public InvulnEffect(Actor a)
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{
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this.a = a;
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this.b = a.traits.Get<IronCurtainable>();
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}
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public void Tick()
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{
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if (a.IsDead || b.GetDamageModifier() > 0)
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Game.world.AddFrameEndTask(w => w.Remove(this));
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}
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public IEnumerable<Renderable> Render()
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{
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foreach (var r in a.Render())
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yield return r.WithPalette(PaletteType.Invuln);
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}
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}
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}
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@@ -21,7 +21,7 @@ namespace OpenRa.Game.Effects
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int Altitude;
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public Missile(string weapon, Player owner, Actor firedBy,
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int2 src, Actor target, int altitude)
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int2 src, Actor target, int altitude, int facing)
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{
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Weapon = Rules.WeaponInfo[weapon];
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Projectile = Rules.ProjectileInfo[Weapon.Projectile];
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@@ -31,9 +31,7 @@ namespace OpenRa.Game.Effects
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Target = target;
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Pos = src.ToFloat2();
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Altitude = altitude;
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/* todo: initial facing should be turret facing, or unit facing if we're not turreted */
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Facing = Traits.Util.GetFacing( Target.CenterLocation - src.ToFloat2(), 0 );
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Facing = facing;
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if (Projectile.Image != null && Projectile.Image != "none")
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{
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@@ -47,7 +45,7 @@ namespace OpenRa.Game.Effects
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}
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const int MissileCloseEnough = 7;
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const float Scale = .3f;
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const float Scale = .2f;
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public void Tick()
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{
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@@ -73,14 +71,16 @@ namespace OpenRa.Game.Effects
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return;
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}
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var move = (Scale * Weapon.Speed / dist.Length) * dist;
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var speed = Scale * Weapon.Speed * ((targetAltitude > 0 && Weapon.TurboBoost) ? 1.5f : 1f);
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var angle = Facing / 128f * Math.PI;
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var move = speed * -float2.FromAngle((float)angle);
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Pos += move;
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if (Projectile.Animates)
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Game.world.AddFrameEndTask(w => w.Add(new Smoke((Pos - 1.5f * move - new int2( 0, Altitude )).ToInt2())));
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// todo: running out of fuel
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// todo: turbo boost vs aircraft
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}
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||||
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||||
public IEnumerable<Renderable> Render()
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||||
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36
OpenRa.Game/Effects/PowerDownIndicator.cs
Normal file
36
OpenRa.Game/Effects/PowerDownIndicator.cs
Normal file
@@ -0,0 +1,36 @@
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using System.Collections.Generic;
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using OpenRa.Game.Graphics;
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||||
using OpenRa.Game.Traits;
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||||
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||||
namespace OpenRa.Game.Effects
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||||
{
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class PowerDownIndicator : IEffect
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{
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Actor a;
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Building b;
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Animation anim = new Animation("powerdown");
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public PowerDownIndicator(Actor a)
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{
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this.a = a;
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this.b = a.traits.Get<Building>();
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anim.PlayRepeating("disabled");
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}
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||||
public void Tick()
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{
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if (!b.Disabled || a.IsDead)
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Game.world.AddFrameEndTask(w => w.Remove(this));
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}
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public IEnumerable<Renderable> Render()
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{
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foreach (var r in a.Render())
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yield return r.WithPalette(PaletteType.Disabled);
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if (b.ManuallyDisabled)
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yield return new Renderable(anim.Image,
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a.CenterLocation - .5f * anim.Image.size, PaletteType.Chrome);
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}
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}
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}
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@@ -3,12 +3,12 @@ namespace OpenRa.Game.GameRules
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||||
{
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||||
class AftermathInfo
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{
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||||
public readonly int MTankDistance;
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public readonly float QuakeUnitDamage;
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public readonly float QuakeBuildingDamage;
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public readonly float QuakeInfantryDamage;
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public readonly int QuakeDelay;
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public readonly int CarrierLaunchDelay;
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public readonly int ChronoTankDuration;
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public readonly int MTankDistance = 0;
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public readonly float QuakeUnitDamage = 0f;
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public readonly float QuakeBuildingDamage = 0f;
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||||
public readonly float QuakeInfantryDamage = 0f;
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public readonly int QuakeDelay = 0;
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||||
public readonly int CarrierLaunchDelay = 0;
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public readonly int ChronoTankDuration = 0;
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||||
}
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||||
}
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||||
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||||
@@ -1,126 +1,127 @@
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||||
|
||||
using System;
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namespace OpenRa.Game.GameRules
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||||
{
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class GeneralInfo
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{
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/* Crates */
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public readonly int CrateMinimum;
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public readonly int CrateMaximum;
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public readonly float CrateRadius;
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public readonly float CrateRegen;
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public readonly string UnitCrateType; /* =none, if any */
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public readonly float WaterCrateChance;
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public readonly int CrateMinimum = 0;
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public readonly int CrateMaximum = 0;
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public readonly float CrateRadius = 0;
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public readonly float CrateRegen = 0;
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public readonly string UnitCrateType = null; /* =none, if any */
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public readonly float WaterCrateChance = 0;
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public readonly int SoloCrateMoney;
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public readonly string SilverCrate; /* solo play crate contents */
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public readonly string WaterCrate;
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public readonly string WoodCrate;
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public readonly int SoloCrateMoney = 2000;
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public readonly string SilverCrate = null; /* solo play crate contents */
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public readonly string WaterCrate = null;
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public readonly string WoodCrate = null;
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/* Special Weapons */
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public readonly int ChronoDuration;
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public readonly bool ChronoKillCargo;
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public readonly int ChronoTechLevel;
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public readonly int GPSTechLevel;
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public readonly int GapRadius;
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public readonly float GapRegenInterval;
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public readonly float IronCurtain; /* minutes */
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public readonly int ParaTech;
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public readonly int ParabombTech;
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public readonly int RadarJamRadius;
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public readonly int SpyPlaneTech;
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public readonly int BadgerBombCount;
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||||
public readonly int ChronoDuration = 0;
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public readonly bool ChronoKillCargo = true;
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[Obsolete] public readonly int ChronoTechLevel = -1;
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[Obsolete] public readonly int GPSTechLevel = -1;
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public readonly int GapRadius = 0;
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public readonly float GapRegenInterval =0;
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public readonly float IronCurtain = 0; /* minutes */
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||||
[Obsolete] public readonly int ParaTech = -1;
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[Obsolete] public readonly int ParabombTech = -1;
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public readonly int RadarJamRadius = 1;
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||||
[Obsolete] public readonly int SpyPlaneTech = -1;
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||||
public readonly int BadgerBombCount = 1;
|
||||
|
||||
/* Chrono Side Effects */
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||||
public readonly float QuakeChance;
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||||
public readonly float QuakeDamage; /* percent */
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||||
public readonly float VortexChance;
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||||
public readonly int VortexDamage;
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||||
public readonly int VortexRange;
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||||
public readonly int VortexSpeed;
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||||
public readonly float QuakeChance = 0;
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||||
public readonly float QuakeDamage = 0; /* percent */
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||||
public readonly float VortexChance = 0;
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||||
public readonly int VortexDamage = 0;
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||||
public readonly int VortexRange = 0;
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||||
public readonly int VortexSpeed = 0;
|
||||
|
||||
/* Repair & Refit */
|
||||
public readonly float RefundPercent;
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||||
public readonly float ReloadRate;
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||||
public readonly float RepairPercent;
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||||
public readonly float RepairRate;
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||||
public readonly int RepairStep;
|
||||
public readonly float URepairPercent;
|
||||
public readonly int URepairStep;
|
||||
public readonly float RefundPercent = 0;
|
||||
public readonly float ReloadRate = 0;
|
||||
public readonly float RepairPercent = 0;
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||||
public readonly float RepairRate = 0;
|
||||
public readonly int RepairStep = 0;
|
||||
public readonly float URepairPercent = 0;
|
||||
public readonly int URepairStep = 0;
|
||||
|
||||
/* Combat & Damage */
|
||||
public readonly float TurboBoost;
|
||||
public readonly int APMineDamage;
|
||||
public readonly int AVMineDamage;
|
||||
public readonly int AtomDamage;
|
||||
public readonly float BallisticScatter;
|
||||
public readonly int BridgeStrength;
|
||||
public readonly float C4Delay;
|
||||
public readonly float Crush;
|
||||
public readonly float ExpSpread;
|
||||
public readonly int FireSupress;
|
||||
public readonly float HomingScatter;
|
||||
public readonly int MaxDamage;
|
||||
public readonly int MinDamage;
|
||||
public readonly bool OreExplosive;
|
||||
public readonly bool PlayerAutoCrush;
|
||||
public readonly bool PlayerReturnFire;
|
||||
public readonly bool PlayerScatter;
|
||||
public readonly float ProneDamage;
|
||||
public readonly bool TreeTargeting;
|
||||
public readonly int Incoming;
|
||||
public readonly float TurboBoost = 1.5f;
|
||||
public readonly int APMineDamage = 0;
|
||||
public readonly int AVMineDamage = 0;
|
||||
public readonly int AtomDamage = 0;
|
||||
public readonly float BallisticScatter = 0;
|
||||
public readonly int BridgeStrength = 0;
|
||||
public readonly float C4Delay = 0;
|
||||
public readonly float Crush = 0;
|
||||
public readonly float ExpSpread = 0;
|
||||
public readonly int FireSupress = 0;
|
||||
public readonly float HomingScatter = 0;
|
||||
public readonly int MaxDamage = 0;
|
||||
public readonly int MinDamage = 0;
|
||||
public readonly bool OreExplosive = false;
|
||||
public readonly bool PlayerAutoCrush = false;
|
||||
public readonly bool PlayerReturnFire = false;
|
||||
public readonly bool PlayerScatter = false;
|
||||
public readonly float ProneDamage = 0;
|
||||
public readonly bool TreeTargeting = false;
|
||||
public readonly int Incoming = 0;
|
||||
|
||||
/* Income & Production */
|
||||
public readonly int BailCount;
|
||||
public readonly float BuildSpeed;
|
||||
public readonly float BuildupTime;
|
||||
public readonly int GemValue;
|
||||
public readonly int GoldValue;
|
||||
public readonly float GrowthRate;
|
||||
public readonly bool OreGrows;
|
||||
public readonly bool OreSpreads;
|
||||
public readonly float OreTruckRate;
|
||||
public readonly bool SeparateAircraft;
|
||||
public readonly float SurvivorRate;
|
||||
public readonly int BailCount = 0;
|
||||
public readonly float BuildSpeed = 0;
|
||||
public readonly float BuildupTime = 0;
|
||||
public readonly int GemValue = 0;
|
||||
public readonly int GoldValue = 0;
|
||||
public readonly float GrowthRate = 0;
|
||||
public readonly bool OreGrows = true;
|
||||
public readonly bool OreSpreads = true;
|
||||
public readonly float OreTruckRate = 0;
|
||||
public readonly bool SeparateAircraft = true;
|
||||
public readonly float SurvivorRate = 0;
|
||||
|
||||
/* Audo/Visual Map Controls */
|
||||
public readonly bool AllyReveal;
|
||||
public readonly float ConditionRed;
|
||||
public readonly float ConditionYellow;
|
||||
public readonly int DropZoneRadius;
|
||||
public readonly bool EnemyHealth;
|
||||
public readonly int Gravity;
|
||||
public readonly float IdleActionFrequency;
|
||||
public readonly float MessageDelay;
|
||||
public readonly float MovieTime;
|
||||
public readonly bool NamedCivilians;
|
||||
public readonly float SavourDelay;
|
||||
public readonly int ShroudRate;
|
||||
public readonly int SpeakDelay;
|
||||
public readonly int TimerWarning;
|
||||
public readonly bool FlashLowPower;
|
||||
public readonly bool AllyReveal = true;
|
||||
public readonly float ConditionRed = 0;
|
||||
public readonly float ConditionYellow = 0;
|
||||
public readonly int DropZoneRadius = 0;
|
||||
public readonly bool EnemyHealth = true;
|
||||
public readonly int Gravity = 0;
|
||||
public readonly float IdleActionFrequency = 0;
|
||||
public readonly float MessageDelay = 0;
|
||||
public readonly float MovieTime = 0;
|
||||
public readonly bool NamedCivilians = false;
|
||||
public readonly float SavourDelay = 0;
|
||||
public readonly int ShroudRate = 0;
|
||||
public readonly int SpeakDelay = 0;
|
||||
public readonly int TimerWarning = 0;
|
||||
public readonly bool FlashLowPower = false;
|
||||
|
||||
/* Computer & Movement Controls */
|
||||
public readonly bool CurleyShuffle;
|
||||
public readonly float BaseBias;
|
||||
public readonly float BaseDefenseDelay;
|
||||
public readonly float CloseEnough;
|
||||
public readonly int DamageDelay;
|
||||
public readonly int GameSpeeBias;
|
||||
public readonly int LZScanRadius;
|
||||
public readonly bool MineAware;
|
||||
public readonly float Stray;
|
||||
public readonly float SubmergeDelay;
|
||||
public readonly float SuspendDelay;
|
||||
public readonly int SuspendPriority;
|
||||
public readonly float TeamDelay;
|
||||
public readonly bool CurleyShuffle = false;
|
||||
public readonly float BaseBias = 0;
|
||||
public readonly float BaseDefenseDelay = 0;
|
||||
public readonly float CloseEnough = 0;
|
||||
public readonly int DamageDelay = 0;
|
||||
public readonly int GameSpeeBias = 0;
|
||||
public readonly int LZScanRadius = 0;
|
||||
public readonly bool MineAware = false;
|
||||
public readonly float Stray = 0;
|
||||
public readonly float SubmergeDelay = 0;
|
||||
public readonly float SuspendDelay = 0;
|
||||
public readonly int SuspendPriority = 0;
|
||||
public readonly float TeamDelay = 0;
|
||||
|
||||
/* Misc */
|
||||
public readonly bool FineDiffControl;
|
||||
public readonly bool MCVUndeploy;
|
||||
[Obsolete]
|
||||
public readonly bool FineDiffControl = false;
|
||||
public readonly bool MCVUndeploy = false;
|
||||
|
||||
/* OpenRA-specific */
|
||||
public readonly float OreChance; /* chance of spreading to a
|
||||
* particular eligible cell */
|
||||
public readonly int LowPowerSlowdown; /* build time multiplier */
|
||||
public readonly float OreChance = 0; /* chance of spreading to a particular eligible cell */
|
||||
public readonly int LowPowerSlowdown = 3; /* build time multiplier */
|
||||
}
|
||||
}
|
||||
|
||||
@@ -35,8 +35,9 @@ namespace OpenRa.Game.GameRules
|
||||
return false;
|
||||
|
||||
foreach( var p in unit.Prerequisite )
|
||||
if( playerBuildings[ p ].Count == 0 )
|
||||
return false;
|
||||
if (Rules.UnitInfo[p.ToLowerInvariant()].Owner.Any(x => x == player.Race))
|
||||
if( playerBuildings[ p ].Count == 0 )
|
||||
return false;
|
||||
|
||||
if( producesIndex[ Rules.UnitCategory[ unit.Name ] ].All( x => playerBuildings[ x.Name ].Count == 0 ) )
|
||||
return false;
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
|
||||
using System;
|
||||
namespace OpenRa.Game.GameRules
|
||||
{
|
||||
public enum ArmorType
|
||||
@@ -19,8 +20,8 @@ namespace OpenRa.Game.GameRules
|
||||
|
||||
public readonly int Ammo = -1;
|
||||
public readonly ArmorType Armor = ArmorType.none;
|
||||
public readonly bool DoubleOwned = false;
|
||||
public readonly bool Cloakable = false;
|
||||
[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;
|
||||
@@ -35,7 +36,7 @@ namespace OpenRa.Game.GameRules
|
||||
public readonly int ROT = 255;
|
||||
public readonly int Reload = 0;
|
||||
public readonly bool SelfHealing = false;
|
||||
public readonly bool Sensors = false; // no idea what this does
|
||||
[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;
|
||||
@@ -59,6 +60,10 @@ namespace OpenRa.Game.GameRules
|
||||
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 UnitInfo(string name) { Name = name; }
|
||||
}
|
||||
|
||||
|
||||
@@ -5,8 +5,8 @@ namespace OpenRa.Game.Graphics
|
||||
{
|
||||
public enum PaletteType
|
||||
{
|
||||
Gold, Blue, Red, Orange, Teal, Salmon, Green, Gray,
|
||||
Shadow, Invuln, Chrome, Shroud, Highlight,
|
||||
Gold, Blue, Red, Orange, Teal, Salmon, Green, Gray,
|
||||
Shadow, Invuln, Disabled, Highlight, Shroud, Chrome,
|
||||
};
|
||||
|
||||
class HardwarePalette : Sheet
|
||||
@@ -23,11 +23,12 @@ namespace OpenRa.Game.Graphics
|
||||
foreach (string remap in new string[] { "blue", "red", "orange", "teal", "salmon", "green", "gray" })
|
||||
AddPalette(new Palette(pal, new PlayerColorRemap(FileSystem.Open(remap + ".rem"))));
|
||||
|
||||
AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(140, 0, 0, 0))));
|
||||
AddPalette(pal); // iron curtain. todo: remap!
|
||||
AddPalette(pal); // chrome (it's like gold, but we're not going to hax it in palettemods)
|
||||
AddPalette(new Palette(pal, new ShroudPaletteRemap()));
|
||||
AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(128, 255, 255, 255))));
|
||||
AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(140, 0, 0, 0)))); // Shadow
|
||||
AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(128, 128, 0, 0)))); // Invulnerable (Iron Curtain)
|
||||
AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(180, 0, 0, 0)))); // Disabled / Low power
|
||||
AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(128, 255, 255, 255)))); // Highlight
|
||||
AddPalette(new Palette(pal, new ShroudPaletteRemap())); // Shroud
|
||||
AddPalette(pal); // Chrome (it's like gold, but we're not going to hax it in palettemods)
|
||||
}
|
||||
|
||||
int AddPalette(Palette p)
|
||||
|
||||
@@ -83,7 +83,9 @@
|
||||
<Compile Include="Effects\Corpse.cs" />
|
||||
<Compile Include="Effects\DelayedAction.cs" />
|
||||
<Compile Include="Effects\FlashTarget.cs" />
|
||||
<Compile Include="Effects\InvulnEffect.cs" />
|
||||
<Compile Include="Effects\MoveFlash.cs" />
|
||||
<Compile Include="Effects\PowerDownIndicator.cs" />
|
||||
<Compile Include="Effects\RepairIndicator.cs" />
|
||||
<Compile Include="Effects\Smoke.cs" />
|
||||
<Compile Include="Effects\TeslaZap.cs" />
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using IjwFramework.Types;
|
||||
using OpenRa.Game.Effects;
|
||||
|
||||
@@ -72,7 +73,7 @@ namespace OpenRa.Game.Traits
|
||||
var unit = self.traits.GetOrDefault<Unit>();
|
||||
|
||||
if (self.Info.Primary != null && CheckFire(self, unit, self.Info.Primary, ref primaryFireDelay,
|
||||
self.Info.PrimaryOffset, ref primaryBurst))
|
||||
self.Info.PrimaryOffset, ref primaryBurst, self.Info.PrimaryLocalOffset))
|
||||
{
|
||||
secondaryFireDelay = Math.Max(4, secondaryFireDelay);
|
||||
primaryRecoil = 1;
|
||||
@@ -80,7 +81,7 @@ namespace OpenRa.Game.Traits
|
||||
}
|
||||
|
||||
if (self.Info.Secondary != null && CheckFire(self, unit, self.Info.Secondary, ref secondaryFireDelay,
|
||||
self.Info.SecondaryOffset ?? self.Info.PrimaryOffset, ref secondaryBurst))
|
||||
self.Info.SecondaryOffset ?? self.Info.PrimaryOffset, ref secondaryBurst, self.Info.SecondaryLocalOffset))
|
||||
{
|
||||
if (self.Info.SecondaryOffset != null) secondaryRecoil = 1;
|
||||
else primaryRecoil = 1;
|
||||
@@ -88,7 +89,7 @@ namespace OpenRa.Game.Traits
|
||||
}
|
||||
}
|
||||
|
||||
bool CheckFire(Actor self, Unit unit, string weaponName, ref int fireDelay, int[] offset, ref int burst)
|
||||
bool CheckFire(Actor self, Unit unit, string weaponName, ref int fireDelay, int[] offset, ref int burst, int[] localOffset)
|
||||
{
|
||||
if (fireDelay > 0) return false;
|
||||
|
||||
@@ -101,6 +102,17 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
if (!Combat.WeaponValidForTarget(weapon, target)) return false;
|
||||
|
||||
var numOffsets = (localOffset.Length + 2) / 3;
|
||||
if (numOffsets == 0) numOffsets = 1;
|
||||
var localOffsetForShot = burst % numOffsets;
|
||||
var thisLocalOffset = localOffset.Skip(3 * localOffsetForShot).Take(3).ToArray();
|
||||
|
||||
var fireOffset = new[] {
|
||||
offset.ElementAtOrDefault(0) + thisLocalOffset.ElementAtOrDefault(0),
|
||||
offset.ElementAtOrDefault(1) + thisLocalOffset.ElementAtOrDefault(1),
|
||||
offset.ElementAtOrDefault(2),
|
||||
offset.ElementAtOrDefault(3) };
|
||||
|
||||
if (--burst > 0)
|
||||
fireDelay = 5;
|
||||
else
|
||||
@@ -109,7 +121,7 @@ namespace OpenRa.Game.Traits
|
||||
burst = weapon.Burst;
|
||||
}
|
||||
|
||||
var firePos = self.CenterLocation.ToInt2() + Util.GetTurretPosition(self, unit, offset, 0f).ToInt2();
|
||||
var firePos = self.CenterLocation.ToInt2() + Util.GetTurretPosition(self, unit, fireOffset, 0f).ToInt2();
|
||||
var thisTarget = target; // closure.
|
||||
var destUnit = thisTarget.traits.GetOrDefault<Unit>();
|
||||
|
||||
@@ -121,9 +133,14 @@ namespace OpenRa.Game.Traits
|
||||
if( weapon.RenderAsTesla )
|
||||
Game.world.Add( new TeslaZap( firePos, thisTarget.CenterLocation.ToInt2() ) );
|
||||
|
||||
if( Rules.ProjectileInfo[ weapon.Projectile ].ROT != 0 )
|
||||
if (Rules.ProjectileInfo[weapon.Projectile].ROT != 0)
|
||||
{
|
||||
var fireFacing = thisLocalOffset.ElementAtOrDefault(2) +
|
||||
(self.traits.Contains<Turreted>() ? self.traits.Get<Turreted>().turretFacing : unit.Facing);
|
||||
|
||||
Game.world.Add(new Missile(weaponName, self.Owner, self,
|
||||
firePos, thisTarget, srcAltitude));
|
||||
firePos, thisTarget, srcAltitude, fireFacing));
|
||||
}
|
||||
else
|
||||
Game.world.Add(new Bullet(weaponName, self.Owner, self,
|
||||
firePos, thisTarget.CenterLocation.ToInt2(), srcAltitude, destAltitude));
|
||||
|
||||
@@ -26,7 +26,7 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
protected override void QueueAttack( Actor self, Order order )
|
||||
{
|
||||
if (self.traits.Contains<Building>() && self.traits.Get<Building>().InsuffientPower())
|
||||
if (self.traits.Contains<Building>() && self.traits.Get<Building>().Disabled)
|
||||
return;
|
||||
|
||||
const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
|
||||
|
||||
@@ -9,13 +9,16 @@ using OpenRa.Game.Graphics;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class Building : INotifyDamage, IOrder, ITick, IRenderModifier
|
||||
class Building : INotifyDamage, IOrder, ITick
|
||||
{
|
||||
readonly Actor self;
|
||||
public readonly BuildingInfo unitInfo;
|
||||
bool isRepairing = false;
|
||||
bool isPoweredDown = false;
|
||||
|
||||
bool manuallyDisabled = false;
|
||||
public bool ManuallyDisabled { get { return manuallyDisabled; } }
|
||||
public bool Disabled { get { return (manuallyDisabled || (unitInfo.Powered && self.Owner.GetPowerState() != PowerState.Normal)); } }
|
||||
bool wasDisabled = false;
|
||||
|
||||
public Building(Actor self)
|
||||
{
|
||||
this.self = self;
|
||||
@@ -24,14 +27,9 @@ namespace OpenRa.Game.Traits
|
||||
* ((float2)self.Location + .5f * (float2)unitInfo.Dimensions);
|
||||
}
|
||||
|
||||
public bool InsuffientPower()
|
||||
{
|
||||
return (isPoweredDown || (unitInfo.Powered && self.Owner.GetPowerState() != PowerState.Normal));
|
||||
}
|
||||
|
||||
public int GetPowerUsage()
|
||||
{
|
||||
if (isPoweredDown)
|
||||
if (manuallyDisabled)
|
||||
return 0;
|
||||
|
||||
if (unitInfo.Power > 0) /* todo: is this how real-ra scales it? */
|
||||
@@ -40,32 +38,6 @@ namespace OpenRa.Game.Traits
|
||||
return unitInfo.Power;
|
||||
}
|
||||
|
||||
public Animation iconAnim;
|
||||
public IEnumerable<Renderable>
|
||||
ModifyRender(Actor self, IEnumerable<Renderable> rs)
|
||||
{
|
||||
if (!InsuffientPower())
|
||||
return rs;
|
||||
|
||||
List<Renderable> nrs = new List<Renderable>(rs);
|
||||
foreach(var r in rs)
|
||||
{
|
||||
// Need 2 shadows to make it dark enough
|
||||
nrs.Add(r.WithPalette(PaletteType.Shadow));
|
||||
nrs.Add(r.WithPalette(PaletteType.Shadow));
|
||||
}
|
||||
|
||||
if (isPoweredDown)
|
||||
{
|
||||
iconAnim = new Animation("powerdown");
|
||||
iconAnim.PlayRepeating("disabled");
|
||||
nrs.Add(new Renderable(iconAnim.Image, self.CenterLocation - 0.5f*iconAnim.Image.size, PaletteType.Chrome));
|
||||
}
|
||||
|
||||
|
||||
return nrs;
|
||||
}
|
||||
|
||||
public void Damaged(Actor self, AttackInfo e)
|
||||
{
|
||||
if (e.DamageState == DamageState.Dead)
|
||||
@@ -92,8 +64,8 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
if (order.OrderString == "PowerDown")
|
||||
{
|
||||
isPoweredDown = !isPoweredDown;
|
||||
Sound.Play((isPoweredDown) ? "bleep12.aud" : "bleep11.aud");
|
||||
manuallyDisabled = !manuallyDisabled;
|
||||
Sound.Play((manuallyDisabled) ? "bleep12.aud" : "bleep11.aud");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -101,6 +73,11 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
// If the disabled state has changed since the last frame
|
||||
if (Disabled ^ wasDisabled
|
||||
&& (wasDisabled = Disabled)) // Yes, I mean assignment
|
||||
Game.world.AddFrameEndTask(w => w.Add(new PowerDownIndicator(self)));
|
||||
|
||||
if (!isRepairing) return;
|
||||
|
||||
if (remainingTicks == 0)
|
||||
|
||||
@@ -8,7 +8,7 @@ using OpenRa.Game.Graphics;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class IronCurtainable: IOrder, IDamageModifier, ITick, IRenderModifier
|
||||
class IronCurtainable: IOrder, IDamageModifier, ITick
|
||||
{
|
||||
int RemainingTicks = 0;
|
||||
|
||||
@@ -23,6 +23,7 @@ namespace OpenRa.Game.Traits
|
||||
{
|
||||
return (RemainingTicks > 0) ? 0.0f : 1.0f;
|
||||
}
|
||||
|
||||
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
|
||||
{
|
||||
return null; // Chronoshift order is issued through Chrome.
|
||||
@@ -32,26 +33,15 @@ namespace OpenRa.Game.Traits
|
||||
{
|
||||
if (order.OrderString == "IronCurtain")
|
||||
{
|
||||
Game.controller.CancelInputMode();
|
||||
Game.world.AddFrameEndTask(w => w.Add(new InvulnEffect(self)));
|
||||
RemainingTicks = (int)(Rules.General.IronCurtain * 60 * 25);
|
||||
Sound.Play("ironcur9.aud");
|
||||
// Play active anim
|
||||
var ironCurtain = Game.world.Actors.Where(a => a.Owner == order.Subject.Owner && a.traits.Contains<IronCurtain>()).FirstOrDefault();
|
||||
Sound.Play("ironcur9.aud");
|
||||
if (ironCurtain != null)
|
||||
ironCurtain.traits.Get<RenderBuilding>().PlayCustomAnim(ironCurtain, "active");
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> rs)
|
||||
{
|
||||
if (RemainingTicks <= 0)
|
||||
return rs;
|
||||
|
||||
List<Renderable> nrs = new List<Renderable>(rs);
|
||||
foreach(var r in rs)
|
||||
{
|
||||
nrs.Add(r.WithPalette(PaletteType.Shadow));
|
||||
}
|
||||
return nrs;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -140,7 +140,7 @@ namespace OpenRa.Game.Traits
|
||||
foreach (var p in primaryProducers)
|
||||
{
|
||||
// Ignore buildings that are disabled
|
||||
if (p.traits.Contains<Building>() && p.traits.Get<Building>().InsuffientPower())
|
||||
if (p.traits.Contains<Building>() && p.traits.Get<Building>().Disabled)
|
||||
continue;
|
||||
producer = p;
|
||||
break;
|
||||
|
||||
@@ -19,7 +19,7 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
// Check if powered
|
||||
var b = self.traits.Get<Building>();
|
||||
if (b != null && b.InsuffientPower())
|
||||
if (b != null && b.Disabled)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
|
||||
@@ -33,6 +33,7 @@ namespace OpenRa.Game.Traits
|
||||
public Animation Animation;
|
||||
public Func<float2> OffsetFunc;
|
||||
public Func<bool> DisableFunc;
|
||||
public int ZOffset;
|
||||
|
||||
public AnimationWithOffset( Animation a )
|
||||
: this( a, null, null )
|
||||
@@ -48,10 +49,9 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
public Renderable Image( Actor self )
|
||||
{
|
||||
if( OffsetFunc != null )
|
||||
return Util.Centered( self, Animation.Image, self.CenterLocation + OffsetFunc() );
|
||||
else
|
||||
return Util.Centered( self, Animation.Image, self.CenterLocation );
|
||||
var r = Util.Centered( self, Animation.Image, self.CenterLocation
|
||||
+ (OffsetFunc != null ? OffsetFunc() : float2.Zero) );
|
||||
return ZOffset != 0 ? r.WithZOffset(ZOffset) : r;
|
||||
}
|
||||
|
||||
public static implicit operator AnimationWithOffset( Animation a )
|
||||
|
||||
@@ -19,16 +19,16 @@ namespace OpenRa.Game.Traits
|
||||
turretAnim.PlayFacing( "turret", () => turreted.turretFacing );
|
||||
|
||||
if( self.Info.PrimaryOffset != null )
|
||||
anims.Add( "turret_1", new AnimationWithOffset(
|
||||
anims.Add("turret_1", new AnimationWithOffset(
|
||||
turretAnim,
|
||||
() => Util.GetTurretPosition( self, unit, self.Info.PrimaryOffset, attack.primaryRecoil ),
|
||||
null ) );
|
||||
() => Util.GetTurretPosition(self, unit, self.Info.PrimaryOffset, attack.primaryRecoil),
|
||||
null) { ZOffset = 1 });
|
||||
|
||||
if( self.Info.SecondaryOffset != null )
|
||||
anims.Add( "turret_2", new AnimationWithOffset(
|
||||
anims.Add("turret_2", new AnimationWithOffset(
|
||||
turretAnim,
|
||||
() => Util.GetTurretPosition( self, unit, self.Info.SecondaryOffset, attack.secondaryRecoil ),
|
||||
null ) );
|
||||
() => Util.GetTurretPosition(self, unit, self.Info.SecondaryOffset, attack.secondaryRecoil),
|
||||
null) { ZOffset = 1 });
|
||||
|
||||
if( self.Info.MuzzleFlash )
|
||||
{
|
||||
|
||||
@@ -17,7 +17,7 @@ All tracked vehicles
|
||||
1TNK Works
|
||||
2TNK Works
|
||||
3TNK Works
|
||||
4TNK Gun, missile origins are wrong
|
||||
4TNK Works
|
||||
|
||||
Light vehicles
|
||||
V2RL Works
|
||||
|
||||
@@ -543,10 +543,9 @@ Armor=none
|
||||
TechLevel=2
|
||||
Sight=4
|
||||
Speed=3
|
||||
Owner=allies
|
||||
Owner=allies,soviet
|
||||
Cost=300
|
||||
Points=10
|
||||
DoubleOwned=yes
|
||||
|
||||
; Flamethrower
|
||||
[E4]
|
||||
@@ -602,7 +601,7 @@ Infiltrate=yes
|
||||
|
||||
; Tanya
|
||||
[E7]
|
||||
Prerequisite=atek
|
||||
Prerequisite=atek,stek
|
||||
Primary=Colt45
|
||||
Secondary=Colt45
|
||||
Strength=100
|
||||
@@ -615,7 +614,6 @@ Cost=1200
|
||||
Points=25
|
||||
Infiltrate=yes
|
||||
C4=yes
|
||||
DoubleOwned=yes
|
||||
|
||||
; field medic
|
||||
[MEDI]
|
||||
|
||||
@@ -42,6 +42,9 @@ Description=Mammoth Tank
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Big and slow tank, with anti-air capability.\n Strong vs Tanks, Aircraft\n Weak vs Infantry
|
||||
PrimaryLocalOffset=-4,-5,0,4,-5,0
|
||||
SecondaryLocalOffset=-7,2,25,7,2,-25
|
||||
Recoil=4
|
||||
[ARTY]
|
||||
Description=Artillery
|
||||
Traits=Unit, Mobile, AttackBase, RenderUnit, Explodes, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
|
||||
Reference in New Issue
Block a user