Implement IRenderInfantrySequenceModifier for ScaredyCat and TakeCover

This commit is contained in:
Curtis Shmyr
2014-08-23 14:42:55 -06:00
parent 345e88d75a
commit fa8229d53b
16 changed files with 147 additions and 256 deletions

View File

@@ -319,7 +319,6 @@
<Compile Include="Render\RenderFlare.cs" />
<Compile Include="Render\RenderHarvester.cs" />
<Compile Include="Render\RenderInfantry.cs" />
<Compile Include="Render\RenderInfantryPanic.cs" />
<Compile Include="Render\RenderDisguise.cs" />
<Compile Include="Render\RenderLandingCraft.cs" />
<Compile Include="Render\RenderUnit.cs" />

View File

@@ -12,12 +12,12 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
class RenderDisguiseInfo : RenderInfantryProneInfo, Requires<DisguiseInfo>
class RenderDisguiseInfo : RenderInfantryInfo, Requires<DisguiseInfo>
{
public override object Create(ActorInitializer init) { return new RenderDisguise(init.self, this); }
}
class RenderDisguise : RenderInfantryProne
class RenderDisguise : RenderInfantry
{
RenderDisguiseInfo info;
string intendedSprite;

View File

@@ -50,48 +50,47 @@ namespace OpenRA.Mods.RA.Render
public class RenderInfantry : RenderSimple, INotifyAttack, INotifyKilled, INotifyIdle
{
public enum AnimationState
{
Idle,
Attacking,
Moving,
Waiting,
IdleAnimating
}
IMove move;
RenderInfantryInfo info;
public bool IsMoving { get; set; }
protected bool dirty = false;
readonly RenderInfantryInfo info;
readonly IMove move;
bool dirty = false;
string idleSequence;
int idleDelay;
AnimationState state;
protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)
{
return baseSequence;
}
protected virtual bool AllowIdleAnimation(Actor self)
{
return info.IdleAnimations.Length > 0;
}
public AnimationState State { get; private set; }
IRenderInfantrySequenceModifier rsm;
bool isModifyingSequence { get { return rsm != null && rsm.IsModifyingSequence; } }
bool wasModifying;
public RenderInfantry(Actor self, RenderInfantryInfo info)
: base(self, MakeFacingFunc(self))
{
this.info = info;
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
State = AnimationState.Waiting;
state = AnimationState.Waiting;
move = self.Trait<IMove>();
rsm = self.TraitOrDefault<IRenderInfantrySequenceModifier>();
}
protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)
{
var prefix = isModifyingSequence ? rsm.SequencePrefix : "";
if (DefaultAnimation.HasSequence(prefix + baseSequence))
return prefix + baseSequence;
else
return baseSequence;
}
protected virtual bool AllowIdleAnimation(Actor self)
{
return info.IdleAnimations.Length > 0 && !isModifyingSequence;
}
public void Attacking(Actor self, Target target)
{
State = AnimationState.Attacking;
state = AnimationState.Attacking;
if (DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, info.AttackAnimation)))
DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, info.AttackAnimation), () => State = AnimationState.Idle);
DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, info.AttackAnimation), () => state = AnimationState.Idle);
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
@@ -103,14 +102,22 @@ namespace OpenRA.Mods.RA.Render
{
base.Tick(self);
if ((State == AnimationState.Moving || dirty) && !move.IsMoving)
if (rsm != null)
{
State = AnimationState.Waiting;
if (wasModifying != rsm.IsModifyingSequence)
dirty = true;
wasModifying = rsm.IsModifyingSequence;
}
if ((state == AnimationState.Moving || dirty) && !move.IsMoving)
{
state = AnimationState.Waiting;
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
}
else if ((State != AnimationState.Moving || dirty) && move.IsMoving)
else if ((state != AnimationState.Moving || dirty) && move.IsMoving)
{
State = AnimationState.Moving;
state = AnimationState.Moving;
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.MoveAnimation));
}
@@ -119,10 +126,10 @@ namespace OpenRA.Mods.RA.Render
public void TickIdle(Actor self)
{
if (State != AnimationState.Idle && State != AnimationState.IdleAnimating)
if (state != AnimationState.Idle && state != AnimationState.IdleAnimating)
{
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
State = AnimationState.Idle;
state = AnimationState.Idle;
if (info.IdleAnimations.Length > 0)
{
@@ -134,11 +141,11 @@ namespace OpenRA.Mods.RA.Render
{
if (DefaultAnimation.HasSequence(idleSequence))
{
State = AnimationState.IdleAnimating;
state = AnimationState.IdleAnimating;
DefaultAnimation.PlayThen(idleSequence, () =>
{
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)));
State = AnimationState.Waiting;
state = AnimationState.Waiting;
});
}
}
@@ -166,5 +173,14 @@ namespace OpenRA.Mods.RA.Render
sequence, info.PlayerPalette + self.Owner.InternalName));
});
}
enum AnimationState
{
Idle,
Attacking,
Moving,
Waiting,
IdleAnimating
}
}
}

View File

@@ -1,56 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 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 OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
class RenderInfantryPanicInfo : RenderInfantryInfo, Requires<ScaredyCatInfo>
{
public override object Create(ActorInitializer init) { return new RenderInfantryPanic(init.self, this); }
}
class RenderInfantryPanic : RenderInfantry
{
readonly ScaredyCat sc;
bool wasPanic;
public RenderInfantryPanic(Actor self, RenderInfantryPanicInfo info)
: base(self, info)
{
sc = self.Trait<ScaredyCat>();
}
protected override string NormalizeInfantrySequence(Actor self, string baseSequence)
{
var prefix = sc != null && sc.Panicking ? "panic-" : "";
if (DefaultAnimation.HasSequence(prefix + baseSequence))
return prefix + baseSequence;
else
return baseSequence;
}
protected override bool AllowIdleAnimation(Actor self)
{
return base.AllowIdleAnimation(self) && !sc.Panicking;
}
public override void Tick (Actor self)
{
if (wasPanic != sc.Panicking)
dirty = true;
wasPanic = sc.Panicking;
base.Tick(self);
}
}
}

View File

@@ -16,48 +16,58 @@ namespace OpenRA.Mods.RA
[Desc("Makes the unit automatically run around when taking damage.")]
class ScaredyCatInfo : ITraitInfo
{
[Desc("How long (in ticks) the actor should panic for.")]
public readonly int PanicLength = 25 * 10;
[Desc("Panic movement speed as a precentage of the normal speed.")]
public readonly int PanicSpeedModifier = 200;
[Desc("Chance (out of 100) the unit has to enter panic mode when attacked.")]
public readonly int AttackPanicChance = 20;
public object Create(ActorInitializer init) { return new ScaredyCat(init.self, this); }
}
class ScaredyCat : ITick, INotifyIdle, INotifyDamage, INotifyAttack, ISpeedModifier, ISync
class ScaredyCat : ITick, INotifyIdle, INotifyDamage, INotifyAttack, ISpeedModifier, ISync, IRenderInfantrySequenceModifier
{
readonly ScaredyCatInfo Info;
[Sync] readonly Actor Self;
readonly ScaredyCatInfo info;
[Sync] readonly Actor self;
[Sync] int panicStartedTick;
bool panicking { get { return panicStartedTick > 0; } }
[Sync] public int PanicStartedTick;
[Sync] public bool Panicking { get { return PanicStartedTick > 0; } }
public bool IsModifyingSequence { get { return panicking; } }
public string SequencePrefix { get { return "panic-"; } }
public ScaredyCat(Actor self, ScaredyCatInfo info)
{
Self = self;
Info = info;
this.self = self;
this.info = info;
}
public void Panic()
{
if (!Panicking)
Self.CancelActivity();
PanicStartedTick = Self.World.WorldTick;
if (!panicking)
self.CancelActivity();
panicStartedTick = self.World.WorldTick;
}
public void Tick(Actor self)
{
if (!Panicking) return;
if (!panicking)
return;
if (self.World.WorldTick >= PanicStartedTick + Info.PanicLength)
if (self.World.WorldTick >= panicStartedTick + info.PanicLength)
{
self.CancelActivity();
PanicStartedTick = 0;
panicStartedTick = 0;
}
}
public void TickIdle(Actor self)
{
if (!Panicking) return;
if (!panicking)
return;
self.Trait<Mobile>().Nudge(self, self, true);
}
@@ -70,13 +80,13 @@ namespace OpenRA.Mods.RA
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
if (self.World.SharedRandom.Next(100 / Info.AttackPanicChance) == 0)
if (self.World.SharedRandom.Next(100 / info.AttackPanicChance) == 0)
Panic();
}
public int GetSpeedModifier()
{
return Panicking ? Info.PanicSpeedModifier : 100;
return panicking ? info.PanicSpeedModifier : 100;
}
}
}

View File

@@ -9,16 +9,14 @@
#endregion
using OpenRA.GameRules;
using OpenRA.Mods.RA.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("This actor goes prone in an attempt to reduce damage.")]
[Desc("Make the unit go prone when under attack, in an attempt to reduce damage.")]
public class TakeCoverInfo : TurretedInfo
{
[Desc("How long should we remain in the prone position?" +
"Measured in game ticks. Default is 4 seconds.")]
[Desc("How long (in ticks) the actor remains prone.")]
public readonly int ProneTime = 100;
[Desc("Prone movement speed as a percentage of the normal speed.")]
@@ -29,87 +27,48 @@ namespace OpenRA.Mods.RA
public override object Create(ActorInitializer init) { return new TakeCover(init, this); }
}
// Infantry prone behavior
public class TakeCover : Turreted, ITick, INotifyDamage, IDamageModifier, ISpeedModifier, ISync
public class TakeCover : Turreted, INotifyDamage, IDamageModifier, ISpeedModifier, ISync, IRenderInfantrySequenceModifier
{
TakeCoverInfo Info;
readonly TakeCoverInfo info;
[Sync] int remainingProneTime = 0;
bool isProne { get { return remainingProneTime > 0; } }
public bool IsModifyingSequence { get { return isProne; } }
public string SequencePrefix { get { return "prone-"; } }
public TakeCover(ActorInitializer init, TakeCoverInfo info)
: base(init, info)
{
Info = info;
this.info = info;
}
public bool IsProne { get { return remainingProneTime > 0; } }
public void Damaged(Actor self, AttackInfo e)
{
if (e.Damage > 0 && (e.Warhead == null || !e.Warhead.PreventProne)) /* Don't go prone when healed */
{
if (!IsProne)
LocalOffset = Info.ProneOffset;
if (!isProne)
LocalOffset = info.ProneOffset;
remainingProneTime = Info.ProneTime;
remainingProneTime = info.ProneTime;
}
}
public override void Tick(Actor self)
{
base.Tick(self);
if (IsProne && --remainingProneTime == 0)
if (isProne && --remainingProneTime == 0)
LocalOffset = WVec.Zero;
}
public int GetDamageModifier(Actor attacker, DamageWarhead warhead)
{
return IsProne && warhead != null ? warhead.ProneModifier : 100;
return isProne && warhead != null ? warhead.ProneModifier : 100;
}
public int GetSpeedModifier()
{
return IsProne ? Info.SpeedModifier : 100;
}
}
class RenderInfantryProneInfo : RenderInfantryInfo, Requires<TakeCoverInfo>
{
public override object Create(ActorInitializer init) { return new RenderInfantryProne(init.self, this); }
}
class RenderInfantryProne : RenderInfantry
{
readonly TakeCover tc;
bool wasProne;
public RenderInfantryProne(Actor self, RenderInfantryProneInfo info)
: base(self, info)
{
tc = self.Trait<TakeCover>();
}
protected override string NormalizeInfantrySequence(Actor self, string baseSequence)
{
var prefix = tc != null && tc.IsProne ? "prone-" : "";
if (DefaultAnimation.HasSequence(prefix + baseSequence))
return prefix + baseSequence;
else
return baseSequence;
}
protected override bool AllowIdleAnimation(Actor self)
{
return base.AllowIdleAnimation(self) && !tc.IsProne;
}
public override void Tick(Actor self)
{
if (wasProne != tc.IsProne)
dirty = true;
wasProne = tc.IsProne;
base.Tick(self);
return isProne ? info.SpeedModifier : 100;
}
}
}