Remove unused stance code

This commit is contained in:
Paul Chote
2011-02-06 13:06:39 +13:00
parent 7f8e75c089
commit e3fda8c68e
9 changed files with 0 additions and 795 deletions

View File

@@ -64,8 +64,6 @@
<Compile Include="Strategic\StrategicVictoryConditions.cs" />
<Compile Include="Strategic\StrategicPoint.cs" />
<Compile Include="ProximityCapturable.cs" />
<Compile Include="UnitStances\UnitStanceDefensive.cs" />
<Compile Include="UnitStances\UnitStanceAggressive.cs" />
<Compile Include="Air\Fly.cs" />
<Compile Include="Air\FlyAttack.cs" />
<Compile Include="Air\FlyTimed.cs" />
@@ -87,7 +85,6 @@
<Compile Include="Activities\Turn.cs" />
<Compile Include="Activities\UnloadCargo.cs" />
<Compile Include="Activities\Wait.cs" />
<Compile Include="UnitStances\UnitStance.cs" />
<Compile Include="AttackBase.cs" />
<Compile Include="AttackMove.cs" />
<Compile Include="BaseBuilding.cs" />
@@ -102,10 +99,6 @@
<Compile Include="Buildings\Sell.cs" />
<Compile Include="Buildings\TechTree.cs" />
<Compile Include="Buildings\Util.cs" />
<Compile Include="UnitStances\AssignUnitStance.cs" />
<Compile Include="UnitStances\UnitStanceHoldFire.cs" />
<Compile Include="UnitStances\UnitStanceReturnFire.cs" />
<Compile Include="UnitStances\UnitStanceHoldGround.cs" />
<Compile Include="ProximityCaptor.cs" />
<Compile Include="Valued.cs" />
<Compile Include="Combat.cs" />

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@@ -1,29 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.UnitStances
{
public class AssignUnitStanceInfo : TraitInfo<AssignUnitStance>
{
}
public class AssignUnitStance : INotifyProduction
{
public void UnitProduced(Actor self, Actor other, int2 exit)
{
var stance = UnitStance.GetActive(self);
if (stance == null)
return;
var target = other.TraitsImplementing<UnitStance>().Where(t => t.GetType() == stance.GetType()).FirstOrDefault();
if (target == null)
return;
target.Activate(other);
}
}
}

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@@ -1,313 +0,0 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class UnitStanceInfo : ITraitInfo, ITraitPrerequisite<AttackBaseInfo>
{
public readonly bool Default = false;
public readonly int ScanDelayMin = 12;
public readonly int ScanDelayMax = 24;
#region ITraitInfo Members
public virtual object Create(ActorInitializer init)
{
throw new Exception("UnitStanceInfo: Override me!");
}
#endregion
}
public abstract class UnitStance : ITick, IResolveOrder, ISelectionColorModifier, IPostRenderSelection, ISync
{
[Sync]
public int NextScanTime;
public UnitStanceInfo Info { get; protected set; }
public abstract Color SelectionColor { get; }
[Sync]
public bool AllowMultiTrigger { get; protected set; }
#region ITick Members
protected UnitStance(Actor self, UnitStanceInfo info)
{
Info = info;
Active = Info.Default;
}
public virtual void Tick(Actor self)
{
if (!Active) return;
TickScan(self);
OnTick(self);
}
protected virtual void OnTick(Actor self)
{
}
private void TickScan(Actor self)
{
NextScanTime--;
if (NextScanTime <= 0)
{
NextScanTime = GetNextScanTime(self);
OnScan(self);
}
}
private int GetNextScanTime(Actor self)
{
return self.World.SharedRandom.Next(Info.ScanDelayMin, Info.ScanDelayMax+1);
}
#endregion
#region IUnitStance Members
public bool Active { get; set; }
public virtual bool IsDefault
{
get { return Info.Default; }
}
public virtual void Activate(Actor self)
{
if (Active && !AllowMultiTrigger) return;
Active = true;
NextScanTime = 0;
DeactivateOthers(self);
OnActivate(self);
}
public virtual void Deactivate(Actor self)
{
if (Active)
{
Active = false;
}
}
#endregion
public virtual void DeactivateOthers(Actor self)
{
DeactivateOthers(self, this);
}
public static bool IsActive<T>(Actor self) where T : UnitStance
{
var stance = self.TraitOrDefault<T>();
return stance != null && stance.Active;
}
public static void DeactivateOthers(Actor self, UnitStance stance)
{
self.TraitsImplementing<UnitStance>().Where(t => t != stance).Do(t => t.Deactivate(self));
}
public abstract string OrderString { get; }
public static bool ReturnFire(Actor self, AttackInfo e, bool allowActivity, bool allowTargetSwitch, bool holdStill)
{
if (!self.IsIdle && !allowActivity) return false;
if (e.Attacker.Destroyed) return false;
var attack = self.TraitOrDefault<AttackBase>();
// this unit cannot fight back at all (no guns)
if (attack == null) return false;
// if attacking already and force was used, return (ie to respond to attacks while moving around)
if (attack.IsAttacking && (!allowTargetSwitch)) return false;
// don't fight back if we dont have the guns to do so
if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker))) return false;
// don't retaliate against allies
if (self.Owner.Stances[e.Attacker.Owner] == Stance.Ally) return false;
// don't retaliate against healers
if (e.Damage < 0) return false;
// perform the attack
AttackTarget(self, e.Attacker, holdStill);
return true;
}
public static bool ReturnFire(Actor self, AttackInfo e, bool allowActivity, bool allowTargetSwitch)
{
return ReturnFire(self, e, allowActivity, allowTargetSwitch, false);
}
public static bool ReturnFire(Actor self, AttackInfo e, bool allowActivity)
{
return ReturnFire(self, e, allowActivity, false);
}
public static UnitStance GetActive(Actor self)
{
return self.TraitsImplementing<UnitStance>().Where(t => t.Active).FirstOrDefault();
}
public static void AttackTarget(Actor self, Actor target, bool holdStill)
{
if (target != null)
self.Trait<AttackBase>().AttackTarget(Target.FromActor(target), false, !holdStill);
}
public static void StopAttack(Actor self)
{
if (self.GetCurrentActivity() is Activities.Attack)
self.GetCurrentActivity().Cancel(self);
}
/// <summary>
/// Called when on the first tick after the stance has been activated
/// </summary>
/// <param name="self"></param>
protected virtual void OnScan(Actor self)
{
}
/// <summary>
/// Called when on the first tick after the stance has been activated
/// </summary>
/// <param name="self"></param>
protected virtual void OnActivate(Actor self)
{
}
public static Actor ScanForTarget(Actor self)
{
return self.Trait<AttackBase>().ScanForTarget(self, null);
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == OrderString)
{
// Its our order, activate the stance
Activate(self);
return; // Do not call OnOrder on our own stance order
}
if (!Active) return;
OnOrder(self, order);
}
protected virtual void OnOrder(Actor self, Order order)
{
}
public static void OrderStance(Actor self, UnitStance stance)
{
self.World.IssueOrder(new Order(stance.OrderString, self, false));
}
public Color GetSelectionColorModifier(Actor self, Color defaultColor)
{
if (self.World.LocalPlayer != null && self.Owner.Stances[self.World.LocalPlayer] != Stance.Ally)
return defaultColor;
return Active ? SelectionColor : defaultColor;
}
public void RenderAfterWorld(WorldRenderer wr, Actor self)
{
if (!Active) return;
if (!self.IsInWorld) return;
if (self.World.LocalPlayer != null && self.Owner.Stances[self.World.LocalPlayer] != Stance.Ally)
return;
RenderStance(self);
}
protected virtual string Shape
{
get { return "xxxx\nx x\nx x\nxxxx"; }
}
private void RenderStance(Actor self)
{
var bounds = self.GetBounds(false);
var loc = new float2(bounds.Left, bounds.Top) + new float2(0, 1);
var max = Math.Max(bounds.Height, bounds.Width);
var shape = Shape;
// 'Resize' for large actors
if (max >= Game.CellSize)
{
shape = shape.Replace(" ", " ");
shape = shape.Replace("x", "xx");
}
var color = Color.FromArgb(125, Color.Black);
int y = 0;
var shapeLines = shape.Split('\n');
foreach (var shapeLine in shapeLines)
{
for (int yt = 0; yt < ((max >= Game.CellSize) ? 2 : 1); yt++)
{
int x = 0;
foreach (var shapeKey in shapeLine)
{
if (shapeKey == 'x')
{
Game.Renderer.LineRenderer.DrawLine(loc + new float2(x, y), loc + new float2(x + 1f, y), color, color);
}
x++;
}
y++;
}
}
y = 0;
shapeLines = shape.Split('\n');
color = SelectionColor;
foreach (var shapeLine in shapeLines)
{
for (int yt = 0; yt < ((max >= Game.CellSize) ? 2 : 1); yt++)
{
int x = 0;
foreach (var shapeKey in shapeLine)
{
if (shapeKey == 'x')
{
Game.Renderer.LineRenderer.DrawLine(loc + new float2(x + 1, y + 1), loc + new float2(x + 1 + 1f, y + 1), color, color);
}
x++;
}
y++;
}
}
}
}
}

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@@ -1,72 +0,0 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class UnitStanceAggressiveInfo : UnitStanceInfo
{
public override object Create(ActorInitializer init) { return new UnitStanceAggressive(init.self, this); }
}
/// <summary>
/// Inherits the Return Fire damage handler!
/// </summary>
public class UnitStanceAggressive : UnitStance, INotifyDamage
{
public UnitStanceAggressive(Actor self, UnitStanceAggressiveInfo info)
: base(self, info)
{
RankAnim = new Animation("rank");
RankAnim.PlayFetchIndex("rank", () => 3 - 1);
}
protected Animation RankAnim { get; set; }
public override string OrderString
{
get { return "StanceAggressive"; }
}
protected override void OnScan(Actor self)
{
if (!self.IsIdle) return;
if (!self.HasTrait<AttackBase>()) return;
var target = ScanForTarget(self);
if (target == null)
return;
AttackTarget(self, target, false);
}
protected override void OnActivate(Actor self)
{
if (!self.HasTrait<AttackBase>()) return;
if (self.Trait<AttackBase>().IsAttacking)
StopAttack(self);
}
public virtual void Damaged(Actor self, AttackInfo e)
{
if (!Active) return;
if (!self.HasTrait<AttackBase>()) return;
ReturnFire(self, e, false); // only triggers when standing still
}
public override Color SelectionColor
{
get { return Color.Red; }
}
protected override string Shape
{
get { return "x x\n xx \n xx \nx x"; }
}
}
}

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@@ -1,163 +0,0 @@
using System;
using System.Drawing;
using OpenRA.Mods.RA.Move;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class UnitStanceDefensiveInfo : UnitStanceInfo
{
public override object Create(ActorInitializer init) { return new UnitStanceDefensive(init.self, this); }
public readonly int MaxDistance = 5;
}
/// <summary>
/// Return Fire
///
/// Will fire only when fired upon
/// </summary>
public class UnitStanceDefensive : UnitStance, INotifyDamage, ISync
{
public enum ETargetType
{
None,
Location,
Actor
}
[Sync] public int MaxDistance;
public Target DefendTarget = Target.None;
public ETargetType TargetType = ETargetType.None;
public bool WaitingForIdle = false;
[Sync]
public bool IsReturning { get; protected set; }
public UnitStanceDefensive(Actor self, UnitStanceDefensiveInfo info)
: base(self, info)
{
MaxDistance = info.MaxDistance;
base.AllowMultiTrigger = true;
}
protected override void OnActivate(Actor self)
{
DefendThis(self.CenterLocation);
if (!self.IsIdle)
WaitForIdle();
}
protected void DefendThis(int2 target)
{
DefendTarget = Target.FromPos(target);
TargetType = ETargetType.Location;
}
protected void DefendThis(Actor target)
{
DefendTarget = Target.FromActor(target);
TargetType = ETargetType.Actor;
}
protected override void OnScan(Actor self)
{
if (TargetType == ETargetType.None) return;
if (IsReturning) return;
if (!self.IsIdle) return;
if (!self.HasTrait<AttackBase>()) return;
var target = ScanForTarget(self);
if (target == null)
return;
AttackTarget(self, target, false);
}
protected override void OnTick(Actor self)
{
if (!self.HasTrait<AttackBase>()) return;
// when the unit is doing nothing or the target actor is gone, tell him to defend the current location
if ((WaitingForIdle && self.IsIdle) || (self.IsIdle && (TargetType == ETargetType.Actor && !DefendTarget.IsValid)))
{
IsReturning = false;
WaitingForIdle = false;
DefendThis(self.CenterLocation);
return;
}
if (IsReturning && self.IsIdle)
{
IsReturning = false;
}
if (TargetType != ETargetType.None)
{
if ((self.CenterLocation - DefendTarget.CenterLocation).Length > MaxDistance * Game.CellSize)
{
Return(self);
}
}
}
protected override void OnOrder(Actor self, Order order)
{
WaitForIdle();
}
private void WaitForIdle()
{
// could be an attack or move order ... => 'disable' the stance for now (invalidate the target)
DefendTarget = Target.None;
TargetType = ETargetType.None;
WaitingForIdle = true;
}
public void Damaged(Actor self, AttackInfo e)
{
if (!Active) return;
if (TargetType == ETargetType.None) return;
if (IsReturning) return;
if (!self.HasTrait<AttackBase>()) return;
ReturnFire(self, e, false); // only triggers when standing still
}
public override string OrderString
{
get { return "StanceDefensive"; }
}
public override Color SelectionColor
{
get { return Color.LightGoldenrodYellow; }
}
protected override string Shape
{
get { return "xxxx\nxxxx"; }
}
protected void Return(Actor self)
{
if ((TargetType == ETargetType.None) || (!DefendTarget.IsValid && (TargetType == ETargetType.Actor && !DefendTarget.IsValid))) return;
IsReturning = true;
var attackBase = self.TraitOrDefault<AttackBase>();
// Reset the attack target => otherwise it will not pick up enemies anymore!
// This should result in unsetting the target (could do it directly, this seems more 'valid')
self.World.AddFrameEndTask(w =>
{
self.CancelActivity();
attackBase.ResolveOrder(self, new Order("Stop", self, false));
self.QueueActivity(self.Trait<Mobile>().MoveWithinRange(DefendTarget, 1));
WaitForIdle();
});
}
}
}

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@@ -1,48 +0,0 @@
using System;
using System.Drawing;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class UnitStanceHoldFireInfo : UnitStanceInfo
{
public override object Create(ActorInitializer init) { return new UnitStanceHoldFire(init.self, this); }
}
/// <summary>
/// Hold Fire
///
/// Will not perform any attacks automaticly
/// </summary>
public class UnitStanceHoldFire : UnitStance, ISelectionColorModifier
{
public UnitStanceHoldFire(Actor self, UnitStanceHoldFireInfo info)
: base(self, info)
{
}
public override string OrderString
{
get { return "StanceHoldFire"; }
}
protected override void OnActivate(Actor self)
{
if (!self.HasTrait<AttackBase>()) return;
if (self.Trait<AttackBase>().IsAttacking)
StopAttack(self);
}
public override Color SelectionColor
{
get { return Color.SpringGreen; }
}
protected override string Shape
{
get { return " xx \nxxxx\n xx "; }
}
}
}

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@@ -1,65 +0,0 @@
using System;
using System.Drawing;
using OpenRA.Mods.RA.Move;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class UnitStanceHoldGroundInfo : UnitStanceInfo
{
public override object Create(ActorInitializer init) { return new UnitStanceHoldGround(init.self, this); }
}
public class UnitStanceHoldGround : UnitStance, INotifyDamage
{
public UnitStanceHoldGround(Actor self, UnitStanceHoldGroundInfo info)
: base(self, info)
{
}
public override string OrderString
{
get { return "StanceHoldGround"; }
}
protected override void OnScan(Actor self)
{
if (!self.IsIdle) return;
if (!self.HasTrait<AttackBase>()) return;
var target = ScanForTarget(self);
if (target == null)
return;
AttackTarget(self, target, true);
}
protected override void OnActivate(Actor self)
{
if (!self.HasTrait<AttackBase>()) return;
if (self.Trait<AttackBase>().IsAttacking)
StopAttack(self);
}
public void Damaged(Actor self, AttackInfo e)
{
if (!Active) return;
if (!self.HasTrait<AttackBase>()) return;
ReturnFire(self, e, false, false, true); // only triggers when standing still
}
public override Color SelectionColor
{
get { return Color.Yellow; }
}
protected override string Shape
{
get { return "xxx\nx x\nx x\nxxx"; }
}
}
}

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@@ -1,47 +0,0 @@
using System;
using System.Drawing;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class UnitStanceReturnFireInfo : UnitStanceInfo
{
public override object Create(ActorInitializer init) { return new UnitStanceReturnFire(init.self, this); }
}
/// <summary>
/// Return Fire
///
/// Will fire only when fired upon
/// </summary>
public class UnitStanceReturnFire : UnitStance, INotifyDamage, ISelectionColorModifier
{
public UnitStanceReturnFire(Actor self, UnitStanceReturnFireInfo info)
: base(self, info)
{
}
public void Damaged(Actor self, AttackInfo e)
{
if (!Active) return;
if (!self.HasTrait<AttackBase>()) return;
ReturnFire(self, e, false); // only triggers when standing still
}
public override string OrderString
{
get { return "StanceReturnFire"; }
}
public override Color SelectionColor
{
get { return Color.Orange; }
}
protected override string Shape
{
get { return "xxx\nxxx\nxxx\n x \n x \n\nxxx \nxxx "; }
}
}
}

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@@ -14,11 +14,6 @@ namespace OpenRA.Mods.RA.Widgets
public char AttackMoveKey = 'a';
public char StopKey = 's';
public char HoldGroundKey = 'g'; // Hold (G)round
public char DefensiveKey = 'd'; // (D)efensive
public char AggressiveKey = 'a'; // (A)ggressive
public char ReturnFireKey = 'r'; // (R)eturn Fire
public char HoldFireKey = 'h'; // (h)old fire
public readonly OrderManager OrderManager;
[ObjectCreator.UseCtor]
@@ -52,56 +47,10 @@ namespace OpenRA.Mods.RA.Widgets
if (e.KeyChar == StopKey)
return PerformStop();
}
/* // command: GuardStance
if (e.KeyChar == HoldGroundKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
{
return EnableStance<UnitStanceHoldGround>();
}
// command: AggressiveStance
if (e.KeyChar == AggressiveKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
{
return EnableStance<UnitStanceAggressive>();
}
// stance: Return Fire
// description: Fires only when fired upon, stops firing if no longer under attack
if (e.KeyChar == ReturnFireKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
{
return EnableStance<UnitStanceReturnFire>();
}
// stance: Hold Fire
// description: Prevents attacking (ie no autotarget is being done)
if (e.KeyChar == HoldFireKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
{
return EnableStance<UnitStanceHoldFire>();
}
// stance: Defensive
if (e.KeyChar == DefensiveKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
{
return EnableStance<UnitStanceDefensive>();
} */
return false;
}
//bool EnableStance<T>() where T : UnitStance
//{
// if (World.Selection.Actors.Count() == 0)
// return false;
// var traits =
// World.Selection.Actors.Where(a => !a.Destroyed && a.Owner == World.LocalPlayer && a.TraitOrDefault<T>() != null && !UnitStance.IsActive<T>(a)).
// Select(a => new Pair<Actor, T>(a, a.TraitOrDefault<T>()) );
// World.AddFrameEndTask(w => traits.Do(p => UnitStance.OrderStance(p.First, p.Second)));
// return traits.Any();
//}
bool PerformAttackMove()
{
World.OrderGenerator = new GenericSelectTarget(World.Selection.Actors, "AttackMove",