Merge pull request #7862 from Mailaender/ts-factory-doors

Fixed the Tiberian Sun weapon factory doors
This commit is contained in:
Pavel Penev
2015-04-26 01:12:11 +03:00
16 changed files with 165 additions and 140 deletions

View File

@@ -47,7 +47,7 @@ namespace OpenRA.Graphics
this.facingFunc = facingFunc;
}
int CurrentFrame { get { return backwards ? CurrentSequence.Start + CurrentSequence.Length - frame - 1 : frame; } }
public int CurrentFrame { get { return backwards ? CurrentSequence.Start + CurrentSequence.Length - frame - 1 : frame; } }
public Sprite Image { get { return CurrentSequence.GetSprite(CurrentFrame, facingFunc()); } }
public IEnumerable<IRenderable> Render(WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale)
@@ -139,6 +139,24 @@ namespace OpenRA.Graphics
tickFunc = () => frame = func();
}
public void PlayFetchDirection(string sequenceName, Func<int> direction)
{
tickAlways = false;
CurrentSequence = sequenceProvider.GetSequence(name, sequenceName);
timeUntilNextFrame = CurrentSequence != null ? CurrentSequence.Tick : defaultTick;
frame = 0;
tickFunc = () =>
{
var d = direction();
if (d > 0 && ++frame >= CurrentSequence.Length)
frame = 0;
if (d < 0 && --frame < 0)
frame = CurrentSequence.Length - 1;
};
}
int timeUntilNextFrame;
Action tickFunc;

View File

@@ -370,7 +370,6 @@
<Compile Include="Traits\Render\RenderBuilding.cs" />
<Compile Include="Traits\Render\RenderBuildingCharge.cs" />
<Compile Include="Traits\Render\RenderBuildingTurreted.cs" />
<Compile Include="Traits\Render\RenderBuildingWarFactory.cs" />
<Compile Include="Traits\Render\RenderEditorOnly.cs" />
<Compile Include="Traits\Render\RenderFlare.cs" />
<Compile Include="Traits\Render\RenderHarvester.cs" />
@@ -405,6 +404,7 @@
<Compile Include="Traits\Render\WithTurret.cs" />
<Compile Include="Traits\Render\WithFire.cs" />
<Compile Include="Traits\Render\WithBuildingPlacedOverlay.cs" />
<Compile Include="Traits\Render\WithProductionDoorOverlay.cs" />
<Compile Include="Traits\Render\WithProductionOverlay.cs" />
<Compile Include="Traits\Repairable.cs" />
<Compile Include="Traits\RepairableNear.cs" />

View File

@@ -1,96 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 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.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
class RenderBuildingWarFactoryInfo : RenderBuildingInfo
{
public override object Create(ActorInitializer init) { return new RenderBuildingWarFactory(init, this); }
public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
foreach (var orig in base.RenderPreviewSprites(init, rs, image, facings, p))
yield return orig;
// Show additional roof overlay
var anim = new Animation(init.World, image, () => 0);
anim.PlayRepeating("idle-top");
var bi = init.Actor.Traits.Get<BuildingInfo>();
var offset = FootprintUtils.CenterOffset(init.World, bi).Y + 512;
yield return new SpriteActorPreview(anim, WVec.Zero, offset, p, rs.Scale);
}
}
class RenderBuildingWarFactory : RenderBuilding, INotifyBuildComplete, ITick, INotifyProduction, INotifySold, ISync
{
Animation roof;
[Sync] bool isOpen;
[Sync] CPos openExit;
bool buildComplete;
public RenderBuildingWarFactory(ActorInitializer init, RenderBuildingInfo info)
: base(init, info)
{
roof = new Animation(init.World, GetImage(init.Self));
var bi = init.Self.Info.Traits.Get<BuildingInfo>();
// Additional 512 units move from center -> top of cell
var offset = FootprintUtils.CenterOffset(init.World, bi).Y + 512;
Add("roof", new AnimationWithOffset(roof, null,
() => !buildComplete, offset));
}
public override void BuildingComplete(Actor self)
{
roof.Play(NormalizeSequence(self,
self.GetDamageState() > DamageState.Heavy ? "damaged-idle-top" : "idle-top"));
buildComplete = true;
}
public override void Tick(Actor self)
{
base.Tick(self);
if (isOpen && !self.World.ActorMap.GetUnitsAt(openExit).Any(a => a != self))
{
isOpen = false;
roof.PlayBackwardsThen(NormalizeSequence(self, "build-top"),
() => roof.Play(NormalizeSequence(self, "idle-top")));
}
}
public override void DamageStateChanged(Actor self, AttackInfo e)
{
if (roof.CurrentSequence != null)
{
if (e.DamageState >= DamageState.Heavy)
roof.ReplaceAnim("damaged-" + roof.CurrentSequence.Name);
else
roof.ReplaceAnim(roof.CurrentSequence.Name.Replace("damaged-", ""));
}
base.DamageStateChanged(self, e);
}
public void UnitProduced(Actor self, Actor other, CPos exit)
{
roof.PlayThen(NormalizeSequence(self, "build-top"), () => { isOpen = true; openExit = exit; });
}
public void Selling(Actor self) { Remove("roof"); }
public void Sold(Actor self) { }
}
}

View File

@@ -0,0 +1,86 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 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.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.TS.Traits
{
[Desc("Play an animation when a unit exits or blocks the exit after production finished.")]
class WithProductionDoorOverlayInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>, Requires<BuildingInfo>
{
public readonly string Sequence = "build-door";
public object Create(ActorInitializer init) { return new WithProductionDoorOverlay(init.Self, this); }
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
var anim = new Animation(init.World, image, () => 0);
anim.PlayFetchIndex(Sequence, () => 0);
var bi = init.Actor.Traits.Get<BuildingInfo>();
var offset = FootprintUtils.CenterOffset(init.World, bi).Y + 512; // Additional 512 units move from center -> top of cell
yield return new SpriteActorPreview(anim, WVec.Zero, offset, p, rs.Scale);
}
}
class WithProductionDoorOverlay : INotifyBuildComplete, ITick, INotifyProduction, INotifySold, INotifyDamageStateChanged
{
readonly Animation door;
int desiredFrame;
CPos openExit;
bool buildComplete;
public WithProductionDoorOverlay(Actor self, WithProductionDoorOverlayInfo info)
{
var renderSprites = self.Trait<RenderSprites>();
door = new Animation(self.World, renderSprites.GetImage(self));
door.PlayFetchDirection(RenderSprites.NormalizeSequence(door, self.GetDamageState(), info.Sequence),
() => desiredFrame - door.CurrentFrame);
var buildingInfo = self.Info.Traits.Get<BuildingInfo>();
var offset = FootprintUtils.CenterOffset(self.World, buildingInfo).Y + 512;
renderSprites.Add("door_overlay_{0}".F(info.Sequence), new AnimationWithOffset(door, null, () => !buildComplete, offset));
}
public void BuildingComplete(Actor self)
{
buildComplete = true;
}
public void Tick(Actor self)
{
if (desiredFrame > 0 && !self.World.ActorMap.GetUnitsAt(openExit).Any(a => a != self))
desiredFrame = 0;
}
public void DamageStateChanged(Actor self, AttackInfo e)
{
if (door.CurrentSequence != null)
door.ReplaceAnim(RenderSprites.NormalizeSequence(door, e.DamageState, door.CurrentSequence.Name));
}
public void UnitProduced(Actor self, Actor other, CPos exit)
{
openExit = exit;
desiredFrame = door.CurrentSequence.Length - 1;
}
public void Selling(Actor self) { buildComplete = false; }
public void Sold(Actor self) { }
}
}

View File

@@ -836,6 +836,25 @@ namespace OpenRA.Mods.Common.UtilityCommands
node.Key = "BlocksProjectiles";
}
if (engineVersion < 20150425)
{
if (depth == 0)
{
var warFact = node.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("RenderBuildingWarFactory"));
if (warFact != null)
{
warFact.Key = "RenderBuilding";
if (node.Value.Nodes.Any(w => w.Key == "-RenderBuilding"))
node.Value.Nodes.RemoveAll(p => p.Key == "-RenderBuilding");
var doorOverlay = new MiniYamlNode("WithProductionDoorOverlay", "");
doorOverlay.Value.Nodes.Add(new MiniYamlNode("Sequence", "build-top"));
node.Value.Nodes.Add(doorOverlay);
}
}
}
UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
}
}

View File

@@ -363,8 +363,8 @@ WEAP:
RevealsShroud:
Range: 4c0
Bib:
-RenderBuilding:
RenderBuildingWarFactory:
WithProductionDoorOverlay:
Sequence: build-top
RallyPoint:
RallyPoint: 0,3
Exit@1:

View File

@@ -147,9 +147,6 @@ weap:
damaged-build-top: weap2
Start: 10
Length: 10
idle-top: weap2
damaged-idle-top: weap2
Start: 4
make: weapmake
Length: *
Tick: 80

View File

@@ -83,7 +83,7 @@ combato.starport:
Cost: 875
RenderUnit:
Image: combato
carryall.starport:
Inherits: carryall
Valued:

View File

@@ -200,8 +200,7 @@ refinery:
DeliveryOffset: 2,2
DeliveringActor: carryall.reinforce
Facing: 160
-RenderBuilding:
RenderBuildingWarFactory:
RenderBuilding:
Image: refinery.harkonnen
RaceImages:
atreides: refinery.atreides

View File

@@ -37,9 +37,10 @@ WEAF:
Footprint: xxx xxx
Dimensions: 3,2
Bib:
-RenderBuilding:
RenderBuildingWarFactory:
RenderBuilding:
Image: WEAP
WithIdleOverlay@ROOF:
Sequence: idle-top
Valued:
Cost: 200

View File

@@ -761,8 +761,8 @@ WEAP:
RevealsShroud:
Range: 4c0
Bib:
-RenderBuilding:
RenderBuildingWarFactory:
WithProductionDoorOverlay:
Sequence: build-top
RallyPoint:
Exit@1:
SpawnOffset: 213,-128,0

View File

@@ -236,9 +236,6 @@ weap:
damaged-build-top: weap2
Start: 4
Length: 4
idle-top: weap2
damaged-idle-top: weap2
Start: 4
bib: bib2
Length: *
UseTilesetExtension: true

View File

@@ -486,7 +486,7 @@
UpgradeManager:
MustBeDestroyed:
^Plane:
^Plane:
Inherits: ^Helicopter
-Helicopter:
Plane:

View File

@@ -123,8 +123,6 @@ GAWEAP:
HP: 1000
RevealsShroud:
Range: 4c0
-RenderBuilding:
RenderBuildingWarFactory:
RallyPoint:
RallyPoint: 6,1
Exit@1:
@@ -134,6 +132,9 @@ GAWEAP:
Produces: Vehicle
PrimaryBuilding:
ProductionBar:
WithIdleOverlay@ROOF:
Sequence: idle-roof
WithProductionDoorOverlay@DOOR:
WithProductionOverlay@WHITELIGHTS:
Sequence: production-lights-white
WithProductionOverlay@REDLIGHTS:

View File

@@ -130,8 +130,6 @@ NAWEAP:
HP: 1000
RevealsShroud:
Range: 4c0
-RenderBuilding:
RenderBuildingWarFactory:
RallyPoint:
RallyPoint: 6,1
Exit@1:
@@ -141,6 +139,9 @@ NAWEAP:
Produces: Vehicle
PrimaryBuilding:
ProductionBar:
WithIdleOverlay@ROOF:
Sequence: idle-roof
WithProductionDoorOverlay@DOOR:
WithProductionOverlay@LIGHTS:
Sequence: production-lights
WithIdleOverlay@BIB:

View File

@@ -136,12 +136,17 @@ gaweap:
Defaults:
Offset: -12, -42
UseTilesetCode: true
idle:
ShadowStart: 3
damaged-idle:
idle: gtweap_1
ShadowStart: 2
damaged-idle: gtweap_1
Start: 1
ShadowStart: 4
dead:
ShadowStart: 3
idle-roof: gtweap_2
ShadowStart: 2
damaged-idle-roof: gtweap_2
Start: 1
ShadowStart: 3
dead: gtweap
Start: 2
ShadowStart: 5
Tick: 400
@@ -171,15 +176,12 @@ gaweap:
Length: 4
Tick: 80
ZOffset: 2048
build-top: gtweap_d
build-door: gtweap_d
Length: 9
ShadowStart: 9
damaged-build-top: gtweap_d
damaged-build-door: gtweap_d
Length: 9
ShadowStart: 9
idle-top: gtweap_2
damaged-idle-top: gtweap_2
Start: 1
make: gtweapmk
Length: 20
Tick: 80
@@ -195,7 +197,6 @@ gaweap:
icon: weapicon
Offset: 0, 0
UseTilesetCode: false
# TODO: gtweap_1 & gtweap_a & gtweap_b & gtweap_c are unused
napowr:
Defaults:
@@ -289,12 +290,17 @@ naweap:
Defaults:
Offset: -12, -42
UseTilesetCode: true
idle:
ShadowStart: 3
damaged-idle:
idle: ntweap_1
ShadowStart: 2
damaged-idle: ntweap_1
Start: 1
ShadowStart: 4
dead:
ShadowStart: 3
idle-roof: ntweap_2
ShadowStart: 2
damaged-idle-roof: ntweap_2
Start: 1
ShadowStart: 3
dead: ntweap
Start: 2
ShadowStart: 5
Tick: 400
@@ -307,16 +313,13 @@ naweap:
Length: 16
Tick: 100
ZOffset: 2048
build-top: ntweap_b
build-door: ntweap_b
Length: 10
ShadowStart: 10
damaged-build-top: ntweap_b
damaged-build-door: ntweap_b
Start: 10
Length: 10
ShadowStart: 20
idle-top: ntweap_2
damaged-idle-top: ntweap_2
Start: 1
make: ntweapmk
Length: 22
Tick: 80
@@ -329,7 +332,6 @@ naweap:
icon: nwepicon
Offset: 0, 0
UseTilesetCode: false
# TODO: ntweap_1 & ntweap_b & ntweap_c are unused
naradr:
Defaults: