Make Transform use child activities

This commit is contained in:
Oliver Brakmann
2017-04-30 18:28:13 +00:00
committed by Paul Chote
parent f9951f76ca
commit f9913db5e8
3 changed files with 63 additions and 43 deletions

View File

@@ -12,7 +12,9 @@
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
@@ -32,11 +34,61 @@ namespace OpenRA.Mods.Common.Activities
ToActor = toActor;
}
protected override void OnFirstRun(Actor self)
{
if (self.Info.HasTraitInfo<IFacingInfo>())
QueueChild(new Turn(self, Facing));
if (self.Info.HasTraitInfo<AircraftInfo>())
QueueChild(new HeliLand(self, true));
}
public override Activity Tick(Actor self)
{
if (IsCanceled)
return NextActivity;
if (ChildActivity != null)
{
ActivityUtils.RunActivity(self, ChildActivity);
return this;
}
// Prevent deployment in bogus locations
var transforms = self.TraitOrDefault<Transforms>();
var building = self.TraitOrDefault<Building>();
if ((transforms != null && !transforms.CanDeploy()) || (building != null && !building.Lock()))
{
Cancel(self, true);
return NextActivity;
}
foreach (var nt in self.TraitsImplementing<INotifyTransform>())
nt.BeforeTransform(self);
var makeAnimation = self.TraitOrDefault<WithMakeAnimation>();
if (makeAnimation != null)
{
// Once the make animation starts the activity must not be stopped anymore.
IsInterruptible = false;
// Wait forever
QueueChild(new WaitFor(() => false));
makeAnimation.Reverse(self, () => DoTransform(self));
return this;
}
return NextActivity;
}
protected override void OnLastRun(Actor self)
{
if (!IsCanceled)
DoTransform(self);
}
void DoTransform(Actor self)
{
self.World.AddFrameEndTask(w =>
{
if (self.IsDead)
@@ -84,11 +136,10 @@ namespace OpenRA.Mods.Common.Activities
if (selected)
w.Selection.Add(w, a);
if (controlgroup.HasValue)
w.Selection.AddToControlGroup(a, controlgroup.Value);
});
return this;
}
}
}

View File

@@ -51,7 +51,7 @@ namespace OpenRA.Mods.Common.Traits.Render
Forward(self, () => building.NotifyBuildingComplete(self));
}
void Forward(Actor self, Action onComplete)
public void Forward(Actor self, Action onComplete)
{
if (conditionManager != null && !string.IsNullOrEmpty(info.Condition) && token == ConditionManager.InvalidConditionToken)
token = conditionManager.GrantCondition(self, info.Condition);
@@ -66,7 +66,7 @@ namespace OpenRA.Mods.Common.Traits.Render
});
}
void Reverse(Actor self, Action onComplete)
public void Reverse(Actor self, Action onComplete)
{
if (conditionManager != null && !string.IsNullOrEmpty(info.Condition) && token == ConditionManager.InvalidConditionToken)
token = conditionManager.GrantCondition(self, info.Condition);

View File

@@ -10,10 +10,8 @@
#endregion
using System.Collections.Generic;
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
@@ -73,7 +71,7 @@ namespace OpenRA.Mods.Common.Traits
return (order.OrderString == "DeployTransform") ? info.Voice : null;
}
bool CanDeploy()
public bool CanDeploy()
{
var building = self.TraitOrDefault<Building>();
if (building != null && building.Locked)
@@ -113,43 +111,14 @@ namespace OpenRA.Mods.Common.Traits
if (!queued)
self.CancelActivity();
if (self.Info.HasTraitInfo<IFacingInfo>())
self.QueueActivity(new Turn(self, info.Facing));
if (self.Info.HasTraitInfo<AircraftInfo>())
self.QueueActivity(new HeliLand(self, true));
self.QueueActivity(new CallFunc(() =>
self.QueueActivity(new Transform(self, info.IntoActor)
{
// Prevent deployment in bogus locations
var building = self.TraitOrDefault<Building>();
if (!CanDeploy() || (building != null && !building.Lock()))
return;
foreach (var nt in self.TraitsImplementing<INotifyTransform>())
nt.BeforeTransform(self);
var transform = new Transform(self, info.IntoActor)
{
Offset = info.Offset,
Facing = info.Facing,
Sounds = info.TransformSounds,
Notification = info.TransformNotification,
Faction = faction
};
// Try and stop the actor from doing anything between the sanity checks above
// and the actual transform, which we're about to queue.
// TODO: The proper way to do this is to write all the transform code as a nested activity.
if (self.CurrentActivity.NextInQueue != null)
self.CurrentActivity.NextInQueue.Cancel(self);
var makeAnimation = self.TraitOrDefault<WithMakeAnimation>();
if (makeAnimation != null)
makeAnimation.Reverse(self, transform);
else
self.QueueActivity(transform);
}));
Offset = info.Offset,
Facing = info.Facing,
Sounds = info.TransformSounds,
Notification = info.TransformNotification,
Faction = faction
});
}
public void ResolveOrder(Actor self, Order order)