Added a bunch of TraitLocationAttributes

Also moved a few traits to their proper subfolders.
This commit is contained in:
penev92
2021-10-12 23:40:07 +03:00
committed by Matthias Mailänder
parent 67598dd151
commit f056cbba13
31 changed files with 31 additions and 0 deletions

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@@ -26,6 +26,7 @@ namespace OpenRA.Mods.Common.Traits
CPos Location { get; }
}
[TraitLocation(SystemActors.World)]
class BridgeLayerInfo : TraitInfo
{
public override object Create(ActorInitializer init) { return new BridgeLayer(init.World); }

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@@ -17,6 +17,7 @@ namespace OpenRA.Mods.Common.Traits
{
[Desc("Sets a custom terrain type for cells that are obscured by back-facing cliffs.",
"This trait replicates the default CliffBackImpassability=2 behaviour from the TS/RA2 rules.ini.")]
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
class CliffBackImpassabilityLayerInfo : TraitInfo
{
public readonly string TerrainType = "Impassable";

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@@ -18,6 +18,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World)]
[Desc("Configuration options for the lobby player color picker. Attach this to the world actor.")]
public class ColorPickerManagerInfo : TraitInfo<ColorPickerManager>, IRulesetLoaded
{

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@@ -16,6 +16,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World)]
public class ElevatedBridgeLayerInfo : TraitInfo, Requires<DomainIndexInfo>, ILobbyCustomRulesIgnore
{
[Desc("Terrain type used by cells outside any elevated bridge footprint.")]

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@@ -18,6 +18,7 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Placeholder to make static elevated bridges work.",
"Define individual trait instances for each elevated bridge footprint in the map.")]
[TraitLocation(SystemActors.World)]
public class ElevatedBridgePlaceholderInfo : TraitInfo<ElevatedBridgePlaceholder>, Requires<ElevatedBridgeLayerInfo>, ILobbyCustomRulesIgnore
{
[FieldLoader.Require]

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@@ -15,6 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World)]
public class ExitsDebugOverlayManagerInfo : TraitInfo
{
[Desc("The font used to draw cell vectors. Should match the value as-is in the Fonts section of the mod manifest (do not convert to lowercase).")]

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@@ -1,66 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2021 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.Player)]
public class GameSaveViewportManagerInfo : TraitInfo
{
public override object Create(ActorInitializer init) { return new GameSaveViewportManager(); }
}
public class GameSaveViewportManager : IWorldLoaded, IGameSaveTraitData
{
WorldRenderer worldRenderer;
void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr) { worldRenderer = wr; }
List<MiniYamlNode> IGameSaveTraitData.IssueTraitData(Actor self)
{
// HACK: Store the viewport state for the skirmish observer on the first bot's trait
// TODO: This won't make sense for MP saves
var localPlayer = worldRenderer.World.LocalPlayer;
if ((localPlayer != null && localPlayer.PlayerActor != self) ||
(localPlayer == null && self.Owner != self.World.Players.FirstOrDefault(p => p.IsBot)))
return null;
var nodes = new List<MiniYamlNode>()
{
new MiniYamlNode("Viewport", FieldSaver.FormatValue(worldRenderer.Viewport.CenterPosition))
};
var renderPlayer = worldRenderer.World.RenderPlayer;
if (localPlayer == null && renderPlayer != null)
nodes.Add(new MiniYamlNode("RenderPlayer", FieldSaver.FormatValue(renderPlayer.PlayerActor.ActorID)));
return nodes;
}
void IGameSaveTraitData.ResolveTraitData(Actor self, List<MiniYamlNode> data)
{
var viewportNode = data.FirstOrDefault(n => n.Key == "Viewport");
if (viewportNode != null)
worldRenderer.Viewport.Center(FieldLoader.GetValue<WPos>("Viewport", viewportNode.Value.Value));
var renderPlayerNode = data.FirstOrDefault(n => n.Key == "RenderPlayer");
if (renderPlayerNode != null)
{
var renderPlayerActorID = FieldLoader.GetValue<uint>("RenderPlayer", renderPlayerNode.Value.Value);
worldRenderer.World.RenderPlayer = worldRenderer.World.GetActorById(renderPlayerActorID).Owner;
}
}
}
}

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@@ -15,6 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World)]
public class JumpjetActorLayerInfo : TraitInfo
{
[Desc("Terrain type of the airborne layer.")]

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@@ -10,9 +10,11 @@
#endregion
using System.Collections.Generic;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
[Desc("Used by Mobile. Required for jumpjet actors. Attach these to the world actor. You can have multiple variants by adding @suffixes.")]
public class JumpjetLocomotorInfo : LocomotorInfo
{

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@@ -1,78 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2021 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.Player)]
[Desc("Enables defined prerequisites at game start for all players if the checkbox is enabled.")]
public class LobbyPrerequisiteCheckboxInfo : TraitInfo, ILobbyOptions, ITechTreePrerequisiteInfo
{
[FieldLoader.Require]
[Desc("Internal id for this checkbox.")]
public readonly string ID = null;
[FieldLoader.Require]
[Desc("Display name for this checkbox.")]
public readonly string Label = null;
[Desc("Description name for this checkbox.")]
public readonly string Description = null;
[Desc("Default value of the checkbox in the lobby.")]
public readonly bool Enabled = false;
[Desc("Prevent the checkbox from being changed from its default value.")]
public readonly bool Locked = false;
[Desc("Display the checkbox in the lobby.")]
public readonly bool Visible = true;
[Desc("Display order for the checkbox in the lobby.")]
public readonly int DisplayOrder = 0;
[FieldLoader.Require]
[Desc("Prerequisites to grant when this checkbox is enabled.")]
public readonly HashSet<string> Prerequisites = new HashSet<string>();
IEnumerable<string> ITechTreePrerequisiteInfo.Prerequisites(ActorInfo info) { return Prerequisites; }
IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(MapPreview map)
{
yield return new LobbyBooleanOption(ID, Label, Description,
Visible, DisplayOrder, Enabled, Locked);
}
public override object Create(ActorInitializer init) { return new LobbyPrerequisiteCheckbox(this); }
}
public class LobbyPrerequisiteCheckbox : INotifyCreated, ITechTreePrerequisite
{
readonly LobbyPrerequisiteCheckboxInfo info;
HashSet<string> prerequisites = new HashSet<string>();
public LobbyPrerequisiteCheckbox(LobbyPrerequisiteCheckboxInfo info)
{
this.info = info;
}
void INotifyCreated.Created(Actor self)
{
var enabled = self.World.LobbyInfo.GlobalSettings.OptionOrDefault(info.ID, info.Enabled);
if (enabled)
prerequisites = info.Prerequisites;
}
IEnumerable<string> ITechTreePrerequisite.ProvidesPrerequisites => prerequisites;
}
}

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@@ -14,6 +14,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Defines the FMVs that can be played by missions.")]
[TraitLocation(SystemActors.World)]
public class MissionDataInfo : TraitInfo<MissionData>
{
[Desc("Briefing text displayed in the mission browser.")]

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@@ -15,6 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Controls the map difficulty, tech level, and short game lobby options.")]
[TraitLocation(SystemActors.World)]
public class ScriptLobbyDropdownInfo : TraitInfo, ILobbyOptions
{
[FieldLoader.Require]

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@@ -15,6 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World)]
public class SubterraneanActorLayerInfo : TraitInfo
{
[Desc("Terrain type of the underground layer.")]

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@@ -10,10 +10,12 @@
#endregion
using System.Collections.Generic;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Used by Mobile. Required for subterranean actors. Attach these to the world actor. You can have multiple variants by adding @suffixes.")]
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
public class SubterraneanLocomotorInfo : LocomotorInfo
{
[Desc("Pathfinding cost for submerging or reemerging.")]

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@@ -0,0 +1,141 @@
#region Copyright & License Information
/*
* Copyright 2007-2021 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using OpenRA.Primitives;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
[Desc("Add to the world actor to apply a global lighting tint and allow actors using the TerrainLightSource to add localised lighting.")]
public class TerrainLightingInfo : TraitInfo, ILobbyCustomRulesIgnore
{
public readonly float Intensity = 1;
public readonly float HeightStep = 0;
public readonly float RedTint = 1;
public readonly float GreenTint = 1;
public readonly float BlueTint = 1;
[Desc("Size of light source partition bins (cells)")]
public readonly int BinSize = 10;
public override object Create(ActorInitializer init) { return new TerrainLighting(init.World, this); }
}
public sealed class TerrainLighting : ITerrainLighting
{
class LightSource
{
public readonly WPos Pos;
public readonly CPos Cell;
public readonly WDist Range;
public readonly float Intensity;
public readonly float3 Tint;
public LightSource(WPos pos, CPos cell, WDist range, float intensity, in float3 tint)
{
Pos = pos;
Cell = cell;
Range = range;
Intensity = intensity;
Tint = tint;
}
}
readonly TerrainLightingInfo info;
readonly Map map;
readonly Dictionary<int, LightSource> lightSources = new Dictionary<int, LightSource>();
readonly SpatiallyPartitioned<LightSource> partitionedLightSources;
readonly float3 globalTint;
int nextLightSourceToken = 1;
public event Action<MPos> CellChanged = null;
public TerrainLighting(World world, TerrainLightingInfo info)
{
this.info = info;
map = world.Map;
globalTint = new float3(info.RedTint, info.GreenTint, info.BlueTint);
var cellSize = map.Grid.Type == MapGridType.RectangularIsometric ? 1448 : 1024;
partitionedLightSources = new SpatiallyPartitioned<LightSource>(
(map.MapSize.X + 1) * cellSize,
(map.MapSize.Y + 1) * cellSize,
info.BinSize * cellSize);
}
Rectangle Bounds(LightSource source)
{
var c = source.Pos;
var r = source.Range.Length;
return new Rectangle(c.X - r, c.Y - r, 2 * r, 2 * r);
}
public int AddLightSource(WPos pos, WDist range, float intensity, in float3 tint)
{
var token = nextLightSourceToken++;
var source = new LightSource(pos, map.CellContaining(pos), range, intensity, tint);
var bounds = Bounds(source);
lightSources.Add(token, source);
partitionedLightSources.Add(source, bounds);
if (CellChanged != null)
foreach (var c in map.FindTilesInCircle(source.Cell, (source.Range.Length + 1023) / 1024))
CellChanged(c.ToMPos(map));
return token;
}
public void RemoveLightSource(int token)
{
if (!lightSources.TryGetValue(token, out var source))
return;
lightSources.Remove(token);
partitionedLightSources.Remove(source);
if (CellChanged != null)
foreach (var c in map.FindTilesInCircle(source.Cell, (source.Range.Length + 1023) / 1024))
CellChanged(c.ToMPos(map));
}
float3 ITerrainLighting.TintAt(WPos pos)
{
using (new PerfSample("terrain_lighting"))
{
var uv = map.CellContaining(pos).ToMPos(map);
var tint = globalTint;
if (!map.Height.Contains(uv))
return tint;
var intensity = info.Intensity + info.HeightStep * map.Height[uv];
if (lightSources.Count > 0)
{
foreach (var source in partitionedLightSources.At(new int2(pos.X, pos.Y)))
{
var range = source.Range.Length;
var distance = (source.Pos - pos).Length;
if (distance > range)
continue;
var falloff = (range - distance) * 1f / range;
intensity += falloff * source.Intensity;
tint += falloff * source.Tint;
}
}
return intensity * tint;
}
}
}
}

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@@ -15,6 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World)]
public class TerrainTunnelInfo : TraitInfo<TerrainTunnel>, Requires<TerrainTunnelLayerInfo>, ILobbyCustomRulesIgnore
{
[FieldLoader.Require]

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@@ -16,6 +16,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World)]
public class TerrainTunnelLayerInfo : TraitInfo, Requires<DomainIndexInfo>, ILobbyCustomRulesIgnore
{
[Desc("Terrain type used by cells outside any tunnel footprint.")]

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@@ -0,0 +1,178 @@
#region Copyright & License Information
/*
* Copyright 2007-2021 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Widgets;
using OpenRA.Traits;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World)]
[Desc("This trait allows setting a time limit on matches. Attach this to the World actor.")]
public class TimeLimitManagerInfo : TraitInfo, ILobbyOptions, IRulesetLoaded
{
[Desc("Label that will be shown for the time limit option in the lobby.")]
public readonly string TimeLimitLabel = "Time Limit";
[Desc("Tooltip description that will be shown for the time limit option in the lobby.")]
public readonly string TimeLimitDescription = "Player or team with the highest score after this time wins";
[Desc("Time Limit options that will be shown in the lobby dropdown. Values are in minutes.")]
public readonly int[] TimeLimitOptions = { 0, 10, 20, 30, 40, 60, 90 };
[Desc("List of remaining minutes of game time when a text and optional speech notification should be made to players.")]
public readonly Dictionary<int, string> TimeLimitWarnings = new Dictionary<int, string>
{
{ 1, null },
{ 2, null },
{ 3, null },
{ 4, null },
{ 5, null },
{ 10, null },
};
[Desc("Default selection for the time limit option in the lobby. Needs to use one of the TimeLimitOptions.")]
public readonly int TimeLimitDefault = 0;
[Desc("Prevent the time limit option from being changed in the lobby.")]
public readonly bool TimeLimitLocked = false;
[Desc("Whether to display the options dropdown in the lobby.")]
public readonly bool TimeLimitDropdownVisible = true;
[Desc("Display order for the time limit dropdown in the lobby.")]
public readonly int TimeLimitDisplayOrder = 0;
[Desc("Notification text for time limit warnings. The string '{0}' will be replaced by the remaining time in minutes, '{1}' is used for the plural form.")]
public readonly string Notification = "{0} minute{1} remaining.";
[Desc("ID of the LabelWidget used to display a text ingame that will be updated every second.")]
public readonly string CountdownLabel = null;
[Desc("Text to be shown using the CountdownLabel. The string '{0}' will be replaced by the time in hh:mm:ss format.")]
public readonly string CountdownText = null;
[Desc("Will prevent showing/playing the built-in time limit warnings when set to true.")]
public readonly bool SkipTimeRemainingNotifications = false;
[Desc("Will prevent showing/playing the built-in timer expired notification when set to true.")]
public readonly bool SkipTimerExpiredNotification = false;
void IRulesetLoaded<ActorInfo>.RulesetLoaded(Ruleset rules, ActorInfo info)
{
if (!TimeLimitOptions.Contains(TimeLimitDefault))
throw new YamlException("TimeLimitDefault must be a value from TimeLimitOptions");
}
IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(MapPreview map)
{
var timelimits = TimeLimitOptions.ToDictionary(c => c.ToString(), c =>
{
if (c == 0)
return "No limit";
else
return c.ToString() + $" minute{(c > 1 ? "s" : null)}";
});
yield return new LobbyOption("timelimit", TimeLimitLabel, TimeLimitDescription, TimeLimitDropdownVisible, TimeLimitDisplayOrder,
timelimits, TimeLimitDefault.ToString(), TimeLimitLocked);
}
public override object Create(ActorInitializer init) { return new TimeLimitManager(init.Self, this); }
}
public class TimeLimitManager : INotifyTimeLimit, ITick, IWorldLoaded
{
readonly TimeLimitManagerInfo info;
readonly int ticksPerSecond;
MapOptions mapOptions;
LabelWidget countdownLabel;
CachedTransform<int, string> countdown;
int ticksRemaining;
public int TimeLimit;
public string Notification;
public TimeLimitManager(Actor self, TimeLimitManagerInfo info)
{
this.info = info;
Notification = info.Notification;
ticksPerSecond = 1000 / self.World.Timestep;
var tl = self.World.LobbyInfo.GlobalSettings.OptionOrDefault("timelimit", info.TimeLimitDefault.ToString());
if (!int.TryParse(tl, out TimeLimit))
TimeLimit = info.TimeLimitDefault;
// Convert from minutes to ticks
TimeLimit *= 60 * ticksPerSecond;
}
void IWorldLoaded.WorldLoaded(World w, OpenRA.Graphics.WorldRenderer wr)
{
mapOptions = w.WorldActor.Trait<MapOptions>();
if (string.IsNullOrWhiteSpace(info.CountdownLabel) || string.IsNullOrWhiteSpace(info.CountdownText))
return;
countdownLabel = Ui.Root.GetOrNull<LabelWidget>(info.CountdownLabel);
if (countdownLabel != null)
{
countdown = new CachedTransform<int, string>(t =>
info.CountdownText.F(WidgetUtils.FormatTime(t, true, w.Timestep)));
countdownLabel.GetText = () => countdown.Update(ticksRemaining);
}
}
void ITick.Tick(Actor self)
{
if (TimeLimit <= 0)
return;
ticksRemaining = TimeLimit - self.World.WorldTick;
if (ticksRemaining == 0)
{
foreach (var ntl in self.TraitsImplementing<INotifyTimeLimit>())
ntl.NotifyTimerExpired(self);
foreach (var p in self.World.Players)
foreach (var ntl in p.PlayerActor.TraitsImplementing<INotifyTimeLimit>())
ntl.NotifyTimerExpired(p.PlayerActor);
return;
}
if (ticksRemaining < 0 || info.SkipTimeRemainingNotifications)
return;
foreach (var m in info.TimeLimitWarnings.Keys)
{
if (ticksRemaining == m * 60 * ticksPerSecond)
{
TextNotificationsManager.AddSystemLine(Notification.F(m, m > 1 ? "s" : null));
var faction = self.World.LocalPlayer == null ? null : self.World.LocalPlayer.Faction.InternalName;
Game.Sound.PlayNotification(self.World.Map.Rules, self.World.LocalPlayer, "Speech", info.TimeLimitWarnings[m], faction);
}
}
}
void INotifyTimeLimit.NotifyTimerExpired(Actor self)
{
if (countdownLabel != null)
countdownLabel.GetText = () => null;
if (!info.SkipTimerExpiredNotification)
TextNotificationsManager.AddSystemLine("Time limit has expired.");
}
}
}

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@@ -18,6 +18,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Adds a particle-based overlay.")]
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
public class WeatherOverlayInfo : TraitInfo, ILobbyCustomRulesIgnore
{
[Desc("Average number of particles per 100x100 px square.")]