Merge pull request #7254 from penev92/bleed_moveFiles

Moving more files to Common
This commit is contained in:
reaperrr
2015-01-04 00:46:11 +01:00
40 changed files with 77 additions and 55 deletions

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@@ -8,7 +8,7 @@
*/
#endregion
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Traits;
using OpenRA.Traits;

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@@ -10,10 +10,10 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Effects;
using OpenRA.Mods.RA.Traits;
using OpenRA.Mods.Common.Activities;
using OpenRA.Traits;
using OpenRA.Mods.RA.Traits;
namespace OpenRA.Mods.RA.Activities
{

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@@ -8,7 +8,7 @@
*/
#endregion
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Effects;
using OpenRA.Traits;

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@@ -1,271 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.RA.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Activities
{
public abstract class Enter : Activity
{
public enum ReserveStatus { None, TooFar, Pending, Ready }
enum State { ApproachingOrEntering, Inside, Exiting, Done }
readonly IMove move;
readonly int maxTries = 0;
readonly bool targetCenter;
public Target Target { get { return target; } }
Target target;
State nextState = State.ApproachingOrEntering; // Hint/starting point for next state
bool isEnteringOrInside = false; // Used to know if exiting should be used
WPos savedPos; // Position just before entering
Activity inner;
bool firstApproach = true;
protected Enter(Actor self, Actor target, int maxTries = 1, bool targetCenter = false)
{
this.move = self.Trait<IMove>();
this.target = Target.FromActor(target);
this.maxTries = maxTries;
this.targetCenter = targetCenter;
}
// CanEnter(target) should to be true; othwise, Enter may abort.
// Tries counter starts at 1 (reset every tick)
protected virtual bool TryGetAlternateTarget(Actor self, int tries, ref Target target) { return false; }
protected virtual bool CanReserve(Actor self) { return true; }
protected virtual ReserveStatus Reserve(Actor self)
{
return !CanReserve(self) ? ReserveStatus.None : move.CanEnterTargetNow(self, target) ? ReserveStatus.Ready : ReserveStatus.TooFar;
}
protected virtual void Unreserve(Actor self, bool abort) { }
protected virtual void OnInside(Actor self) { }
protected bool TryGetAlternateTargetInCircle(Actor self, WRange radius, Action<Target> update, Func<Actor, bool> primaryFilter, Func<Actor, bool>[] preferenceFilters = null)
{
var radiusSquared = radius.Range * radius.Range;
var diff = new WVec(radius, radius, WRange.Zero);
var candidates = self.World.ActorMap.ActorsInBox(self.CenterPosition - diff, self.CenterPosition + diff)
.Where(primaryFilter).Select(a => new { Actor = a, Ls = (self.CenterPosition - a.CenterPosition).HorizontalLengthSquared })
.Where(p => p.Ls <= radiusSquared).OrderBy(p => p.Ls).Select(p => p.Actor);
if (preferenceFilters != null)
foreach (var filter in preferenceFilters)
{
var preferredCandidate = candidates.FirstOrDefault(filter);
if (preferredCandidate == null)
continue;
target = Target.FromActor(preferredCandidate);
update(target);
return true;
}
var candidate = candidates.FirstOrDefault();
if (candidate == null)
return false;
target = Target.FromActor(candidate);
update(target);
return true;
}
// Called when inner activity is this and returns inner activity for next tick.
protected virtual Activity InsideTick(Actor self) { return null; }
// Abort entering and/or leave if necessary
protected virtual void AbortOrExit(Actor self)
{
if (nextState == State.Done)
return;
nextState = isEnteringOrInside ? State.Exiting : State.Done;
if (inner == this)
inner = null;
else if (inner != null)
inner.Cancel(self);
if (isEnteringOrInside)
Unreserve(self, true);
}
// Cancel inner activity and mark as done unless already leaving or done
protected void Done(Actor self)
{
if (nextState == State.Done)
return;
nextState = State.Done;
if (inner == this)
inner = null;
else if (inner != null)
inner.Cancel(self);
}
public override void Cancel(Actor self)
{
AbortOrExit(self);
if (nextState < State.Exiting)
base.Cancel(self);
else
NextActivity = null;
}
ReserveStatus TryReserveElseTryAlternateReserve(Actor self)
{
for (var tries = 0;;)
switch (Reserve(self))
{
case ReserveStatus.None:
if (++tries > maxTries || !TryGetAlternateTarget(self, tries, ref target))
return ReserveStatus.None;
continue;
case ReserveStatus.TooFar:
// Always goto to transport on first approach
if (firstApproach)
{
firstApproach = false;
return ReserveStatus.TooFar;
}
if (++tries > maxTries)
return ReserveStatus.TooFar;
Target t = target;
if (!TryGetAlternateTarget(self, tries, ref t))
return ReserveStatus.TooFar;
if ((target.CenterPosition - self.CenterPosition).HorizontalLengthSquared <= (t.CenterPosition - self.CenterPosition).HorizontalLengthSquared)
return ReserveStatus.TooFar;
target = t;
continue;
case ReserveStatus.Pending:
return ReserveStatus.Pending;
case ReserveStatus.Ready:
return ReserveStatus.Ready;
}
}
State FindAndTransitionToNextState(Actor self)
{
switch (nextState)
{
case State.ApproachingOrEntering:
// Reserve to enter or approach
isEnteringOrInside = false;
switch (TryReserveElseTryAlternateReserve(self))
{
case ReserveStatus.None:
return State.Done; // No available target -> abort to next activity
case ReserveStatus.TooFar:
inner = move.MoveToTarget(self, targetCenter ? Target.FromPos(target.CenterPosition) : target); // Approach
return State.ApproachingOrEntering;
case ReserveStatus.Pending:
return State.ApproachingOrEntering; // Retry next tick
case ReserveStatus.Ready:
break; // Reserved target -> start entering target
}
// Entering
isEnteringOrInside = true;
savedPos = self.CenterPosition; // Save position of self, before entering, for returning on exit
inner = move.MoveIntoTarget(self, target); // Enter
if (inner != null)
{
nextState = State.Inside; // Should be inside once inner activity is null
return State.ApproachingOrEntering;
}
// Can enter but there is no activity for it, so go inside without one
goto case State.Inside;
case State.Inside:
// Might as well teleport into target if there is no MoveIntoTarget activity
if (nextState == State.ApproachingOrEntering)
nextState = State.Inside;
// Otherwise, try to recover from moving target
else if (target.CenterPosition != self.CenterPosition)
{
nextState = State.ApproachingOrEntering;
Unreserve(self, false);
if (Reserve(self) == ReserveStatus.Ready)
{
inner = move.MoveIntoTarget(self, target); // Enter
if (inner != null)
return State.ApproachingOrEntering;
nextState = State.ApproachingOrEntering;
goto case State.ApproachingOrEntering;
}
nextState = State.ApproachingOrEntering;
isEnteringOrInside = false;
inner = move.MoveIntoWorld(self, self.World.Map.CellContaining(savedPos));
return State.ApproachingOrEntering;
}
OnInside(self);
// Return if Abort(Actor) or Done(self) was called from OnInside.
if (nextState >= State.Exiting)
return State.Inside;
inner = this; // Start inside activity
nextState = State.Exiting; // Exit once inner activity is null (unless Done(self) is called)
return State.Inside;
// TODO: Handle target moved while inside or always call done for movable targets and use a separate exit activity
case State.Exiting:
inner = move.MoveIntoWorld(self, self.World.Map.CellContaining(savedPos));
// If not successfully exiting, retry on next tick
if (inner == null)
return State.Exiting;
isEnteringOrInside = false;
nextState = State.Done;
return State.Exiting;
case State.Done:
return State.Done;
}
return State.Done; // dummy to quiet dumb compiler
}
Activity CanceledTick(Actor self)
{
if (inner == null)
return Util.RunActivity(self, NextActivity);
inner.Cancel(self);
inner.Queue(NextActivity);
return Util.RunActivity(self, inner);
}
public override Activity Tick(Actor self)
{
if (IsCanceled)
return CanceledTick(self);
// Check target validity if not exiting or done
if (nextState != State.Done && (target.Type != TargetType.Actor || !target.IsValidFor(self)))
AbortOrExit(self);
// If no current activity, tick next activity
if (inner == null && FindAndTransitionToNextState(self) == State.Done)
return CanceledTick(self);
// Run inner activity/InsideTick
inner = inner == this ? InsideTick(self) : Util.RunActivity(self, inner);
return this;
}
}
}

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@@ -9,8 +9,7 @@
#endregion
using System;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Activities

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@@ -11,6 +11,7 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Traits;

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@@ -8,7 +8,7 @@
*/
#endregion
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Traits;
using OpenRA.Traits;

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@@ -8,7 +8,7 @@
*/
#endregion
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.RA.Traits;
using OpenRA.Traits;

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@@ -1,41 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Activities
{
class RepairBuilding : Enter
{
readonly Actor target;
readonly Health health;
public RepairBuilding(Actor self, Actor target)
: base(self, target)
{
this.target = target;
health = target.Trait<Health>();
}
protected override bool CanReserve(Actor self)
{
return health.DamageState != DamageState.Undamaged;
}
protected override void OnInside(Actor self)
{
if (health.DamageState == DamageState.Undamaged)
return;
target.InflictDamage(self, -health.MaxHP, null);
self.Destroy();
}
}
}

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@@ -1,80 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Drawing;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
public static class ActorExts
{
public static bool AppearsFriendlyTo(this Actor self, Actor toActor)
{
var stance = toActor.Owner.Stances[self.Owner];
if (stance == Stance.Ally)
return true;
if (self.EffectiveOwner != null && self.EffectiveOwner.Disguised && !toActor.HasTrait<IgnoresDisguise>())
return toActor.Owner.Stances[self.EffectiveOwner.Owner] == Stance.Ally;
return stance == Stance.Ally;
}
public static bool AppearsHostileTo(this Actor self, Actor toActor)
{
var stance = toActor.Owner.Stances[self.Owner];
if (stance == Stance.Ally)
return false; /* otherwise, we'll hate friendly disguised spies */
if (self.EffectiveOwner != null && self.EffectiveOwner.Disguised && !toActor.HasTrait<IgnoresDisguise>())
return toActor.Owner.Stances[self.EffectiveOwner.Owner] == Stance.Enemy;
return stance == Stance.Enemy;
}
public static Target ResolveFrozenActorOrder(this Actor self, Order order, Color targetLine)
{
// Not targeting a frozen actor
if (order.ExtraData == 0)
return Target.FromOrder(self.World, order);
// Targeted an actor under the fog
var frozenLayer = self.Owner.PlayerActor.TraitOrDefault<FrozenActorLayer>();
if (frozenLayer == null)
return Target.Invalid;
var frozen = frozenLayer.FromID(order.ExtraData);
if (frozen == null)
return Target.Invalid;
// Flashes the frozen proxy
self.SetTargetLine(frozen, targetLine, true);
// Target is still alive - resolve the real order
if (frozen.Actor != null && frozen.Actor.IsInWorld)
return Target.FromActor(frozen.Actor);
if (!order.Queued)
self.CancelActivity();
var move = self.TraitOrDefault<IMove>();
if (move != null)
{
// Move within sight range of the frozen actor
var sight = self.TraitOrDefault<RevealsShroud>();
var range = sight != null ? sight.Range : WRange.FromCells(2);
self.QueueActivity(move.MoveWithinRange(Target.FromPos(frozen.CenterPosition), range));
}
return Target.Invalid;
}
}
}

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@@ -14,6 +14,7 @@ using System.Drawing;
using System.Linq;
using OpenRA.Activities;
using OpenRA.GameRules;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;

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@@ -9,6 +9,7 @@
#endregion
using System.Linq;
using OpenRA.Mods.Common;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits

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@@ -10,7 +10,7 @@
using System.Drawing;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits

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@@ -11,6 +11,7 @@
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;

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@@ -10,6 +10,7 @@
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;

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@@ -1,26 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Actor can reveal Cloak actors in a specified range.")]
class DetectCloakedInfo : TraitInfo<DetectCloaked>
{
[Desc("Specific cloak classifications I can reveal.")]
public readonly string[] CloakTypes = { "Cloak" };
[Desc("Measured in cells.")]
public readonly int Range = 5;
}
class DetectCloaked { }
}

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@@ -135,8 +135,4 @@ namespace OpenRA.Mods.RA.Traits
public void Attacking(Actor self, Target target, Armament a, Barrel barrel) { DisguiseAs(self, null); }
}
[Desc("Allows automatic targeting of disguised actors.")]
class IgnoresDisguiseInfo : TraitInfo<IgnoresDisguise> { }
class IgnoresDisguise { }
}

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Effects;
using OpenRA.Graphics;
namespace OpenRA.Mods.RA.Effects
{
class Rank : IEffect
{
readonly Actor self;
readonly Animation anim;
readonly string paletteName;
public Rank(Actor self, string paletteName)
{
this.self = self;
this.paletteName = paletteName;
var xp = self.Trait<GainsExperience>();
anim = new Animation(self.World, "rank");
anim.PlayRepeating("rank");
anim.PlayFetchIndex("rank", () => xp.Level == 0 ? 0 : xp.Level - 1);
}
public void Tick(World world)
{
if (self.IsDead)
world.AddFrameEndTask(w => w.Remove(this));
else
anim.Tick();
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
if (!self.IsInWorld)
yield break;
if (self.IsDead)
yield break;
if (!self.Owner.IsAlliedWith(self.World.RenderPlayer))
yield break;
if (wr.world.FogObscures(self))
yield break;
var pos = wr.ScreenPxPosition(self.CenterPosition);
var bounds = self.Bounds;
bounds.Offset(pos.X, pos.Y);
var palette = wr.Palette(paletteName);
var offset = (int)(4 / wr.Viewport.Zoom);
var effectPos = wr.Position(new int2(bounds.Right - offset, bounds.Bottom - offset));
yield return new SpriteRenderable(anim.Image, effectPos, WVec.Zero, 0, palette, 1f / wr.Viewport.Zoom, true);
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("Can instantly repair other actors, but gets consumed afterwards.")]
class EngineerRepairInfo : TraitInfo<EngineerRepair> { }
class EngineerRepair : IIssueOrder, IResolveOrder, IOrderVoice
{
public IEnumerable<IOrderTargeter> Orders
{
get { yield return new EngineerRepairOrderTargeter(); }
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID != "EngineerRepair")
return null;
if (target.Type == TargetType.FrozenActor)
return new Order(order.OrderID, self, queued) { ExtraData = target.FrozenActor.ID };
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
}
static bool IsValidOrder(Actor self, Order order)
{
// Not targeting a frozen actor
if (order.ExtraData == 0 && order.TargetActor == null)
return false;
if (order.ExtraData != 0)
{
// Targeted an actor under the fog
var frozenLayer = self.Owner.PlayerActor.TraitOrDefault<FrozenActorLayer>();
if (frozenLayer == null)
return false;
var frozen = frozenLayer.FromID(order.ExtraData);
if (frozen == null)
return false;
return frozen.DamageState > DamageState.Undamaged;
}
return order.TargetActor.GetDamageState() > DamageState.Undamaged;
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "EngineerRepair" && IsValidOrder(self, order)
? "Attack" : null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString != "EngineerRepair" || !IsValidOrder(self, order))
return;
var target = self.ResolveFrozenActorOrder(order, Color.Yellow);
if (target.Type != TargetType.Actor)
return;
if (!order.Queued)
self.CancelActivity();
self.SetTargetLine(target, Color.Yellow);
self.QueueActivity(new RepairBuilding(self, target.Actor));
}
class EngineerRepairOrderTargeter : UnitOrderTargeter
{
public EngineerRepairOrderTargeter()
: base("EngineerRepair", 6, "goldwrench", false, true) { }
public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
{
if (!target.HasTrait<EngineerRepairable>())
return false;
if (self.Owner.Stances[target.Owner] != Stance.Ally)
return false;
if (target.GetDamageState() == DamageState.Undamaged)
cursor = "goldwrench-blocked";
return true;
}
public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
{
if (!target.Info.Traits.Contains<EngineerRepairable>())
return false;
if (self.Owner.Stances[target.Owner] != Stance.Ally)
return false;
if (target.DamageState == DamageState.Undamaged)
cursor = "goldwrench-blocked";
return true;
}
}
}
[Desc("Eligible for instant repair.")]
class EngineerRepairableInfo : TraitInfo<EngineerRepairable> { }
class EngineerRepairable { }
}

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@@ -10,6 +10,7 @@
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Effects;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Effects;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("This actor's experience increases when it has killed a GivesExperience actor.")]
public class GainsExperienceInfo : ITraitInfo, Requires<ValuedInfo>
{
[FieldLoader.LoadUsing("LoadUpgrades")]
[Desc("Upgrades to grant at each level",
"Key is the XP requirements for each level as a percentage of our own value.",
"Value is a list of the upgrade types to grant")]
public readonly Dictionary<int, string[]> Upgrades = null;
[Desc("Palette for the chevron glyph rendered in the selection box.")]
public readonly string ChevronPalette = "effect";
[Desc("Palette for the level up sprite.")]
public readonly string LevelUpPalette = "effect";
public object Create(ActorInitializer init) { return new GainsExperience(init, this); }
static object LoadUpgrades(MiniYaml y)
{
MiniYaml upgrades;
if (!y.ToDictionary().TryGetValue("Upgrades", out upgrades))
{
return new Dictionary<int, string[]>()
{
{ 200, new[] { "firepower", "damage", "speed", "reload", "inaccuracy" } },
{ 400, new[] { "firepower", "damage", "speed", "reload", "inaccuracy" } },
{ 800, new[] { "firepower", "damage", "speed", "reload", "inaccuracy" } },
{ 1600, new[] { "firepower", "damage", "speed", "reload", "inaccuracy", "eliteweapon", "selfheal" } }
};
}
return upgrades.Nodes.ToDictionary(
kv => FieldLoader.GetValue<int>("(key)", kv.Key),
kv => FieldLoader.GetValue<string[]>("(value)", kv.Value.Value));
}
}
public class GainsExperience : ISync
{
readonly Actor self;
readonly GainsExperienceInfo info;
readonly List<Pair<int, string[]>> nextLevel = new List<Pair<int, string[]>>();
// Stored as a percentage of our value
[Sync] int experience = 0;
[Sync] public int Level { get; private set; }
public readonly int MaxLevel;
public GainsExperience(ActorInitializer init, GainsExperienceInfo info)
{
self = init.self;
this.info = info;
MaxLevel = info.Upgrades.Count;
var cost = self.Info.Traits.Get<ValuedInfo>().Cost;
foreach (var kv in info.Upgrades)
nextLevel.Add(Pair.New(kv.Key * cost, kv.Value));
if (init.Contains<ExperienceInit>())
GiveExperience(init.Get<ExperienceInit, int>());
}
public bool CanGainLevel { get { return Level < MaxLevel; } }
public void GiveLevels(int numLevels)
{
var newLevel = Math.Min(Level + numLevels, MaxLevel);
GiveExperience(nextLevel[newLevel - 1].First - experience);
}
public void GiveExperience(int amount)
{
experience += amount;
while (Level < MaxLevel && experience >= nextLevel[Level].First)
{
var upgrades = nextLevel[Level].Second;
Level++;
var um = self.TraitOrDefault<UpgradeManager>();
if (um != null)
foreach (var u in upgrades)
um.GrantUpgrade(self, u, this);
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", "LevelUp", self.Owner.Country.Race);
self.World.AddFrameEndTask(w => w.Add(new CrateEffect(self, "levelup", info.LevelUpPalette)));
if (Level == 1)
{
self.World.AddFrameEndTask(w =>
{
if (!self.IsDead)
w.Add(new Rank(self, info.ChevronPalette));
});
}
}
}
}
class ExperienceInit : IActorInit<int>
{
[FieldFromYamlKey] public readonly int value = 0;
public ExperienceInit() { }
public ExperienceInit(int init) { value = init; }
public int Value(World world) { return value; }
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Mods.Common.Effects;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("You get money for playing this actor.")]
class GivesBountyInfo : TraitInfo<GivesBounty>
{
[Desc("Calculated by Cost or CustomSellValue so they have to be set to avoid crashes.")]
public readonly int Percentage = 10;
[Desc("Higher ranked units give higher bounties.")]
public readonly int LevelMod = 125;
[Desc("Destroying creeps and enemies is rewarded.")]
public readonly Stance[] Stances = { Stance.Neutral, Stance.Enemy };
}
class GivesBounty : INotifyKilled
{
static int GetMultiplier(Actor self)
{
// returns 100's as 1, so as to keep accuracy for longer.
var info = self.Info.Traits.Get<GivesBountyInfo>();
var gainsExp = self.TraitOrDefault<GainsExperience>();
if (gainsExp == null)
return 100;
var slevel = gainsExp.Level;
return (slevel > 0) ? slevel * info.LevelMod : 100;
}
public void Killed(Actor self, AttackInfo e)
{
var info = self.Info.Traits.Get<GivesBountyInfo>();
if (e.Attacker == null || e.Attacker.Destroyed) return;
if (!info.Stances.Contains(e.Attacker.Owner.Stances[self.Owner])) return;
var cost = self.GetSellValue();
// 2 hundreds because of GetMultiplier and info.Percentage.
var bounty = cost * GetMultiplier(self) * info.Percentage / 10000;
if (bounty > 0 && e.Attacker.Owner.IsAlliedWith(self.World.RenderPlayer))
e.Attacker.World.AddFrameEndTask(w => w.Add(new FloatingText(self.CenterPosition, e.Attacker.Owner.Color.RGB, FloatingText.FormatCashTick(bounty), 30)));
e.Attacker.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(bounty);
}
}
}

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@@ -1,55 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("This actor gives experience to a GainsExperience actor when they are killed.")]
class GivesExperienceInfo : ITraitInfo
{
[Desc("If -1, use the value of the unit cost.")]
public readonly int Experience = -1;
[Desc("Grant experience for team-kills.")]
public readonly bool FriendlyFire = false;
public object Create(ActorInitializer init) { return new GivesExperience(init.self, this); }
}
class GivesExperience : INotifyKilled
{
readonly GivesExperienceInfo info;
public GivesExperience(Actor self, GivesExperienceInfo info)
{
this.info = info;
}
public void Killed(Actor self, AttackInfo e)
{
// Prevent TK from giving exp
if (e.Attacker == null || e.Attacker.Destroyed || (!info.FriendlyFire && e.Attacker.Owner.Stances[self.Owner] == Stance.Ally))
return;
var valued = self.Info.Traits.GetOrDefault<ValuedInfo>();
// Default experience is 100 times our value
var exp = info.Experience >= 0
? info.Experience
: valued != null ? valued.Cost * 100 : 0;
var killer = e.Attacker.TraitOrDefault<GainsExperience>();
if (killer != null)
killer.GiveExperience(exp);
}
}
}

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@@ -12,6 +12,7 @@ using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;

View File

@@ -98,6 +98,7 @@
<Compile Include="AI\AttackOrFleeFuzzy.cs" />
<Compile Include="AI\BaseBuilder.cs" />
<Compile Include="AI\HackyAI.cs" />
<Compile Include="Player\AllyRepair.cs" />
<Compile Include="Render\WithIdleOverlay.cs" />
<Compile Include="Traits\AcceptsSupplies.cs" />
<Compile Include="Activities\Attack.cs" />
@@ -106,7 +107,6 @@
<Compile Include="Activities\DeliverResources.cs" />
<Compile Include="Activities\Demolish.cs" />
<Compile Include="Activities\DonateSupplies.cs" />
<Compile Include="Activities\Enter.cs" />
<Compile Include="Activities\EnterTransport.cs" />
<Compile Include="Activities\FindResources.cs" />
<Compile Include="Activities\Follow.cs" />
@@ -118,22 +118,18 @@
<Compile Include="Activities\RAHarvesterDockSequence.cs" />
<Compile Include="Activities\Rearm.cs" />
<Compile Include="Activities\Repair.cs" />
<Compile Include="Activities\RepairBuilding.cs" />
<Compile Include="Activities\Sell.cs" />
<Compile Include="Activities\Teleport.cs" />
<Compile Include="Activities\Transform.cs" />
<Compile Include="Activities\UnloadCargo.cs" />
<Compile Include="ActorExts.cs" />
<Compile Include="AI\SupportPowerDecision.cs" />
<Compile Include="Attack\AttackTurreted.cs" />
<Compile Include="Crushable.cs" />
<Compile Include="Effects\GpsSatellite.cs" />
<Compile Include="Effects\Rank.cs" />
<Compile Include="Effects\SatelliteLaunch.cs" />
<Compile Include="Effects\TeslaZap.cs" />
<Compile Include="Render\RenderUnitReload.cs" />
<Compile Include="Graphics\TeslaZapRenderable.cs" />
<Compile Include="GainsExperience.cs" />
<Compile Include="EjectOnDeath.cs" />
<Compile Include="AI\RushFuzzy.cs" />
<Compile Include="AI\StateMachine.cs" />
@@ -173,15 +169,11 @@
<Compile Include="Traits\Crates\RevealMapCrateAction.cs" />
<Compile Include="Traits\Crates\SupportPowerCrateAction.cs" />
<Compile Include="Traits\DemoTruck.cs" />
<Compile Include="DetectCloaked.cs" />
<Compile Include="Effects\GpsDot.cs" />
<Compile Include="Effects\Parachute.cs" />
<Compile Include="Effects\RepairIndicator.cs" />
<Compile Include="EmitInfantryOnSell.cs" />
<Compile Include="EngineerRepair.cs" />
<Compile Include="Explodes.cs" />
<Compile Include="GivesBounty.cs" />
<Compile Include="GivesExperience.cs" />
<Compile Include="Guard.cs" />
<Compile Include="Invulnerable.cs" />
<Compile Include="Captures.cs" />
@@ -203,8 +195,6 @@
<Compile Include="Orders\RepairOrderGenerator.cs" />
<Compile Include="ParaDrop.cs" />
<Compile Include="Passenger.cs" />
<Compile Include="Player\PlayerStatistics.cs" />
<Compile Include="Player\AllyRepair.cs" />
<Compile Include="Player\ClassicProductionQueue.cs" />
<Compile Include="Player\PlaceBuilding.cs" />
<Compile Include="Player\ProductionQueue.cs" />
@@ -445,4 +435,4 @@ copy "FuzzyLogicLibrary.dll" "$(SolutionDir)"
cd "$(SolutionDir)"</PostBuildEvent>
</PropertyGroup>
<ItemGroup />
</Project>
</Project>

View File

@@ -11,6 +11,7 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common;
using OpenRA.Mods.RA.Traits;
using OpenRA.Traits;

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@@ -8,6 +8,7 @@
*/
#endregion
using OpenRA.Mods.Common;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits

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@@ -1,146 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Attach this to the player actor to collect observer stats.")]
public class PlayerStatisticsInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new PlayerStatistics(init.self); }
}
public class PlayerStatistics : ITick, IResolveOrder
{
World world;
Player player;
public double MapControl;
public int OrderCount;
public int EarnedThisMinute
{
get
{
return player.PlayerActor.Trait<PlayerResources>().Earned - earnedAtBeginningOfMinute;
}
}
public Queue<int> EarnedSamples = new Queue<int>(100);
int earnedAtBeginningOfMinute;
public int KillsCost;
public int DeathsCost;
public int UnitsKilled;
public int UnitsDead;
public int BuildingsKilled;
public int BuildingsDead;
public PlayerStatistics(Actor self)
{
world = self.World;
player = self.Owner;
}
void UpdateMapControl()
{
var total = (double)world.Map.Bounds.Width * world.Map.Bounds.Height;
MapControl = world.Actors
.Where(a => !a.IsDead && a.IsInWorld && a.Owner == player && a.HasTrait<RevealsShroud>())
.SelectMany(a => world.Map.FindTilesInCircle(
a.Location,
a.Trait<RevealsShroud>().Range.Clamp(WRange.Zero, WRange.FromCells(Map.MaxTilesInCircleRange)).Range / 1024))
.Distinct()
.Count() / total;
}
void UpdateEarnedThisMinute()
{
EarnedSamples.Enqueue(EarnedThisMinute);
earnedAtBeginningOfMinute = player.PlayerActor.Trait<PlayerResources>().Earned;
if (EarnedSamples.Count > 100)
EarnedSamples.Dequeue();
}
public void Tick(Actor self)
{
if (self.World.WorldTick % 1500 == 1)
UpdateEarnedThisMinute();
if (self.World.WorldTick % 250 == 0)
UpdateMapControl();
}
public void ResolveOrder(Actor self, Order order)
{
switch (order.OrderString)
{
case "Chat":
case "TeamChat":
case "HandshakeResponse":
case "PauseGame":
case "StartGame":
case "Disconnected":
case "ServerError":
case "AuthenticationError":
case "SyncLobbyInfo":
case "SyncClientInfo":
case "SyncLobbySlots":
case "SyncLobbyGlobalSettings":
case "SyncClientPing":
case "Ping":
case "Pong":
return;
}
if (order.OrderString.StartsWith("Dev"))
return;
OrderCount++;
}
}
[Desc("Attach this to a unit to update observer stats.")]
public class UpdatesPlayerStatisticsInfo : TraitInfo<UpdatesPlayerStatistics> { }
public class UpdatesPlayerStatistics : INotifyKilled
{
public void Killed(Actor self, AttackInfo e)
{
if (self.Owner.WinState != WinState.Undefined)
return;
var attackerStats = e.Attacker.Owner.PlayerActor.Trait<PlayerStatistics>();
var defenderStats = self.Owner.PlayerActor.Trait<PlayerStatistics>();
if (self.HasTrait<Building>())
{
attackerStats.BuildingsKilled++;
defenderStats.BuildingsDead++;
}
else if (self.HasTrait<IPositionable>())
{
attackerStats.UnitsKilled++;
defenderStats.UnitsDead++;
}
if (self.HasTrait<Valued>())
{
var cost = self.Info.Traits.Get<ValuedInfo>().Cost;
attackerStats.KillsCost += cost;
defenderStats.DeathsCost += cost;
}
}
}
}

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@@ -12,6 +12,7 @@ using System.Collections.Generic;
using System.Drawing;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits

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@@ -12,6 +12,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Activities;

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@@ -9,11 +9,11 @@
#endregion
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common;
using OpenRA.Mods.RA.Effects;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits

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@@ -9,6 +9,7 @@
#endregion
using System.Linq;
using OpenRA.Mods.Common.Traits;
namespace OpenRA.Mods.RA.Traits
{

View File

@@ -11,10 +11,9 @@
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Orders;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits

View File

@@ -11,6 +11,7 @@
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;

View File

@@ -12,6 +12,7 @@ using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.Common.Traits;

View File

@@ -13,6 +13,7 @@ using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.RA.Activities;
using OpenRA.Primitives;

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@@ -10,6 +10,7 @@
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;

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@@ -8,11 +8,9 @@
*/
#endregion
using System;
using System.Drawing;
using System.Linq;
using OpenRA.Mods.RA;
using OpenRA.Traits;
using OpenRA.Mods.Common.Traits;
using OpenRA.Widgets;
namespace OpenRA.Mods.RA.Widgets.Logic