Linebuild walls
This commit is contained in:
@@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
@@ -267,6 +267,7 @@
|
||||
<Compile Include="Traits\Render\RenderBuildingWall.cs" />
|
||||
<Compile Include="Traits\Player\EvaAlerts.cs" />
|
||||
<Compile Include="Traits\World\ScreenShaker.cs" />
|
||||
<Compile Include="Traits\LineBuild.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
using System.Collections.Generic;
|
||||
using OpenRA.GameRules;
|
||||
using OpenRA.Traits;
|
||||
using System.Linq;
|
||||
|
||||
namespace OpenRA.Orders
|
||||
{
|
||||
@@ -56,11 +57,46 @@ namespace OpenRA.Orders
|
||||
Sound.Play(eva.BuildingCannotPlaceAudio);
|
||||
yield break;
|
||||
}
|
||||
|
||||
|
||||
yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, topLeft, Building);
|
||||
|
||||
// Linebuild for walls.
|
||||
// Assumes a 1x1 footprint; weird things will happen for other footprints
|
||||
if (Rules.Info[ Building ].Traits.Contains<LineBuildInfo>())
|
||||
{
|
||||
int range = Rules.Info[ Building ].Traits.Get<LineBuildInfo>().Range;
|
||||
|
||||
// Start at place location, search outwards
|
||||
// TODO: First make it work, then make it nice
|
||||
int[] dirs = {0,0,0,0};
|
||||
for (int d = 0; d < 4; d++)
|
||||
{
|
||||
for (int i = 1; i < range; i++)
|
||||
{
|
||||
if (dirs[d] != 0)
|
||||
continue;
|
||||
|
||||
int2 cell = world.OffsetCell(topLeft,i,d);
|
||||
|
||||
if (world.IsCellBuildable(cell, BuildingInfo.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel,null))
|
||||
continue; // Cell is empty; continue search
|
||||
|
||||
// Cell contains an actor. Is it the type we want?
|
||||
if (world.Queries.WithTrait<LineBuild>().Any(a => (a.Actor.Info.Name == Building && a.Actor.Location.X == cell.X && a.Actor.Location.Y == cell.Y)))
|
||||
dirs[d] = i; // Cell contains actor of correct type
|
||||
else
|
||||
dirs[d] = -1; // Cell is blocked by another actor type
|
||||
}
|
||||
|
||||
// Place intermediate-line sections
|
||||
if (dirs[d] > 0)
|
||||
for (int i = 1; i < dirs[d]; i++)
|
||||
yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, world.OffsetCell(topLeft,i,d), Building);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void Tick( World world )
|
||||
{
|
||||
var producing = Producer.traits.Get<Traits.ProductionQueue>().CurrentItem( Rules.Info[ Building ].Category );
|
||||
|
||||
35
OpenRA.Game/Traits/LineBuild.cs
Normal file
35
OpenRA.Game/Traits/LineBuild.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
|
||||
* This file is part of OpenRA.
|
||||
*
|
||||
* OpenRA is free software: you can redistribute it and/or modify
|
||||
* it 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.
|
||||
*
|
||||
* OpenRA is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Effects;
|
||||
using OpenRA.GameRules;
|
||||
using OpenRA.Traits.Activities;
|
||||
|
||||
namespace OpenRA.Traits
|
||||
{
|
||||
public class LineBuildInfo : StatelessTraitInfo<LineBuild>
|
||||
{
|
||||
public readonly int Range = 5;
|
||||
}
|
||||
public class LineBuild {}
|
||||
}
|
||||
@@ -35,9 +35,11 @@ namespace OpenRA.Traits
|
||||
var queue = self.traits.Get<ProductionQueue>();
|
||||
var unit = Rules.Info[ order.TargetString ];
|
||||
var producing = queue.CurrentItem(unit.Category);
|
||||
if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
|
||||
return;
|
||||
|
||||
|
||||
// Breaks linebuild
|
||||
//if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
|
||||
// return;
|
||||
|
||||
var building = self.World.CreateActor( order.TargetString, order.TargetLocation, order.Player );
|
||||
|
||||
foreach (var s in building.Info.Traits.Get<BuildingInfo>().BuildSounds)
|
||||
|
||||
@@ -72,7 +72,46 @@ namespace OpenRA
|
||||
spriteRenderer.DrawSprite( ( isCloseEnough && world.IsCellBuildable( t, bi.WaterBound
|
||||
? UnitMovementType.Float : UnitMovementType.Wheel ) && !world.Map.ContainsResource( t ) )
|
||||
? buildOk : buildBlocked, Game.CellSize * t, "terrain" );
|
||||
|
||||
// Linebuild for walls.
|
||||
// Assumes a 1x1 footprint; weird things will happen for other footprints
|
||||
if (Rules.Info[ name ].Traits.Contains<LineBuildInfo>())
|
||||
{
|
||||
int range = Rules.Info[ name ].Traits.Get<LineBuildInfo>().Range;
|
||||
|
||||
// Start at place location, search outwards
|
||||
// TODO: First make it work, then make it nice
|
||||
int[] dirs = {0,0,0,0};
|
||||
for (int d = 0; d < 4; d++)
|
||||
{
|
||||
for (int i = 1; i < range; i++)
|
||||
{
|
||||
if (dirs[d] != 0)
|
||||
continue;
|
||||
|
||||
int2 cell = world.OffsetCell(topLeft,i,d);
|
||||
|
||||
if (world.IsCellBuildable(cell, bi.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel,null))
|
||||
continue; // Cell is empty; continue search
|
||||
|
||||
// Cell contains an actor. Is it the type we want?
|
||||
if (Game.world.Queries.WithTrait<LineBuild>().Any(a => (a.Actor.Info.Name == name && a.Actor.Location.X == cell.X && a.Actor.Location.Y == cell.Y)))
|
||||
dirs[d] = i; // Cell contains actor of correct type
|
||||
else
|
||||
dirs[d] = -1; // Cell is blocked by another actor type
|
||||
}
|
||||
|
||||
// Place intermediate-line sections
|
||||
if (dirs[d] > 0)
|
||||
{
|
||||
for (int i = 1; i < dirs[d]; i++)
|
||||
{
|
||||
int2 cell = world.OffsetCell(topLeft,i,d);
|
||||
spriteRenderer.DrawSprite( world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, cell) ? buildOk : buildBlocked, Game.CellSize * cell, "terrain" );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
spriteRenderer.Flush();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#region Copyright & License Information
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
|
||||
* This file is part of OpenRA.
|
||||
@@ -126,7 +126,27 @@ namespace OpenRA
|
||||
.DefaultIfEmpty( new Actor[] {} )
|
||||
.FirstOrDefault();
|
||||
}
|
||||
|
||||
|
||||
public static int2 OffsetCell(this World world, int2 cell, int step, int dir)
|
||||
{
|
||||
switch (dir)
|
||||
{
|
||||
case 0:
|
||||
cell.X += step;
|
||||
break;
|
||||
case 1:
|
||||
cell.Y += step;
|
||||
break;
|
||||
case 2:
|
||||
cell.X -= step;
|
||||
break;
|
||||
case 3:
|
||||
cell.Y -= step;
|
||||
break;
|
||||
}
|
||||
return cell;
|
||||
}
|
||||
|
||||
public static bool CanPlaceBuilding(this World world, string name, BuildingInfo building, int2 topLeft, Actor toIgnore)
|
||||
{
|
||||
return !Footprint.Tiles(name, building, topLeft).Any(
|
||||
|
||||
Reference in New Issue
Block a user