Linebuild walls

This commit is contained in:
Paul Chote
2010-02-28 14:30:02 +13:00
parent 48d12a55f0
commit f84464d5ab
8 changed files with 145 additions and 8 deletions

View File

@@ -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"> <Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
<PropertyGroup> <PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@@ -267,6 +267,7 @@
<Compile Include="Traits\Render\RenderBuildingWall.cs" /> <Compile Include="Traits\Render\RenderBuildingWall.cs" />
<Compile Include="Traits\Player\EvaAlerts.cs" /> <Compile Include="Traits\Player\EvaAlerts.cs" />
<Compile Include="Traits\World\ScreenShaker.cs" /> <Compile Include="Traits\World\ScreenShaker.cs" />
<Compile Include="Traits\LineBuild.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj"> <ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">

View File

@@ -21,6 +21,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using OpenRA.GameRules; using OpenRA.GameRules;
using OpenRA.Traits; using OpenRA.Traits;
using System.Linq;
namespace OpenRA.Orders namespace OpenRA.Orders
{ {
@@ -58,6 +59,41 @@ namespace OpenRA.Orders
} }
yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, topLeft, Building); 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);
}
}
} }
} }

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@@ -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 {}
}

View File

@@ -35,8 +35,10 @@ namespace OpenRA.Traits
var queue = self.traits.Get<ProductionQueue>(); var queue = self.traits.Get<ProductionQueue>();
var unit = Rules.Info[ order.TargetString ]; var unit = Rules.Info[ order.TargetString ];
var producing = queue.CurrentItem(unit.Category); 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 ); var building = self.World.CreateActor( order.TargetString, order.TargetLocation, order.Player );

View File

@@ -73,6 +73,45 @@ namespace OpenRA
? UnitMovementType.Float : UnitMovementType.Wheel ) && !world.Map.ContainsResource( t ) ) ? UnitMovementType.Float : UnitMovementType.Wheel ) && !world.Map.ContainsResource( t ) )
? buildOk : buildBlocked, Game.CellSize * t, "terrain" ); ? 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(); spriteRenderer.Flush();
} }
} }

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@@ -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. * Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA. * This file is part of OpenRA.
@@ -127,6 +127,26 @@ namespace OpenRA
.FirstOrDefault(); .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) public static bool CanPlaceBuilding(this World world, string name, BuildingInfo building, int2 topLeft, Actor toIgnore)
{ {
return !Footprint.Tiles(name, building, topLeft).Any( return !Footprint.Tiles(name, building, topLeft).Any(

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@@ -43,6 +43,7 @@
Building: Building:
Dimensions: 1,1 Dimensions: 1,1
Footprint: x Footprint: x
BaseNormal: no
BuildSounds: constru2.aud, hvydoor1.aud BuildSounds: constru2.aud, hvydoor1.aud
SellSounds: cashturn.aud SellSounds: cashturn.aud
RenderBuilding: RenderBuilding:
@@ -66,6 +67,7 @@
Crewed: no Crewed: no
Sight: 0 Sight: 0
Wall: Wall:
LineBuild:
Selectable: Selectable:
RenderBuildingWall: RenderBuildingWall:
HasMakeAnimation: false HasMakeAnimation: false

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@@ -53,9 +53,11 @@
BuildSounds: placbldg.aud BuildSounds: placbldg.aud
Capturable: false Capturable: false
Bib: no Bib: no
BaseNormal: no
Crewed: no Crewed: no
Sight: 0 Sight: 0
Wall: Wall:
LineBuild:
Selectable: Selectable:
RenderBuildingWall: RenderBuildingWall:
HasMakeAnimation: false HasMakeAnimation: false