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Replaced RenderGunboat with WithGunboatBody
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Based on WithSpriteBody.
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reaperrr committed Jul 18, 2015
1 parent 1d9c625 commit abec89f
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Showing 5 changed files with 124 additions and 73 deletions.
2 changes: 1 addition & 1 deletion OpenRA.Mods.Cnc/OpenRA.Mods.Cnc.csproj
Expand Up @@ -81,7 +81,7 @@
<Compile Include="Traits\AttackPopupTurreted.cs" />
<Compile Include="Traits\Buildings\ProductionAirdrop.cs" />
<Compile Include="Traits\PoisonedByTiberium.cs" />
<Compile Include="Traits\Render\RenderGunboat.cs" />
<Compile Include="Traits\Render\WithGunboatBody.cs" />
<Compile Include="Traits\Render\WithCargo.cs" />
<Compile Include="Traits\Render\WithDeliveryAnimation.cs" />
<Compile Include="Traits\Render\WithRoof.cs" />
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71 changes: 0 additions & 71 deletions OpenRA.Mods.Cnc/Traits/Render/RenderGunboat.cs

This file was deleted.

90 changes: 90 additions & 0 deletions OpenRA.Mods.Cnc/Traits/Render/WithGunboatBody.cs
@@ -0,0 +1,90 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 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 System;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;

namespace OpenRA.Mods.Cnc.Traits
{
class WithGunboatBodyInfo : WithSpriteBodyInfo, Requires<IBodyOrientationInfo>, Requires<IFacingInfo>, Requires<TurretedInfo>
{
[Desc("Turreted 'Turret' key to display")]
public readonly string Turret = "primary";

[SequenceReference] public readonly string LeftSequence = "left";
[SequenceReference] public readonly string RightSequence = "right";
[SequenceReference] public readonly string WakeLeftSequence = "wake-left";
[SequenceReference] public readonly string WakeRightSequence = "wake-right";

public override object Create(ActorInitializer init) { return new WithGunboatBody(init, this); }

public override int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race)
{
return 2;
}
}

class WithGunboatBody : WithSpriteBody, ITick
{
readonly WithGunboatBodyInfo info;
readonly Animation wake;
readonly RenderSprites rs;
readonly IFacing facing;
readonly Turreted turret;

static Func<int> MakeTurretFacingFunc(Actor self)
{
// Turret artwork is baked into the sprite, so only the first turret makes sense.
var turreted = self.TraitsImplementing<Turreted>().FirstOrDefault();
return () => turreted.TurretFacing;
}

public WithGunboatBody(ActorInitializer init, WithGunboatBodyInfo info)
: base(init, info, MakeTurretFacingFunc(init.Self))
{
this.info = info;
rs = init.Self.Trait<RenderSprites>();
facing = init.Self.Trait<IFacing>();
var name = rs.GetImage(init.Self);
turret = init.Self.TraitsImplementing<Turreted>()
.First(t => t.Name == info.Turret);
turret.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;

wake = new Animation(init.World, name);
wake.PlayRepeating(info.WakeLeftSequence);
rs.Add(new AnimationWithOffset(wake, null, null, -87));
}

public void Tick(Actor self)
{
if (facing.Facing <= 128)
{
var left = NormalizeSequence(self, info.LeftSequence);
if (DefaultAnimation.CurrentSequence.Name != left)
DefaultAnimation.ReplaceAnim(left);

if (wake.CurrentSequence.Name != info.WakeLeftSequence)
wake.ReplaceAnim(info.WakeLeftSequence);
}
else
{
var right = NormalizeSequence(self, info.RightSequence);
if (DefaultAnimation.CurrentSequence.Name != right)
DefaultAnimation.ReplaceAnim(right);

if (wake.CurrentSequence.Name != info.WakeRightSequence)
wake.ReplaceAnim(info.WakeRightSequence);
}
}
}
}
30 changes: 30 additions & 0 deletions OpenRA.Mods.Common/UtilityCommands/UpgradeRules.cs
Expand Up @@ -1607,6 +1607,36 @@ internal static void UpgradeActorRules(int engineVersion, ref List<MiniYamlNode>
}
}

if (engineVersion < 20150715)
{
// Replaced RenderGunboat with RenderSprites + WithGunboatBody.
if (depth == 0)
{
var childKeysGunboat = new[] { "Turret", "LeftSequence", "RightSequence", "WakeLeftSequence", "WakeRightSequence" };

var rgb = node.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("RenderGunboat"));
if (rgb != null)
{
rgb.Key = "WithGunboatBody";

var rsNodes = rgb.Value.Nodes.Where(n => !childKeysGunboat.Contains(n.Key)).ToList();
if (rsNodes.Any())
node.Value.Nodes.Add(new MiniYamlNode("RenderSprites", new MiniYaml("", rsNodes)));
else
node.Value.Nodes.Add(new MiniYamlNode("RenderSprites", ""));

node.Value.Nodes.Add(new MiniYamlNode("AutoSelectionSize", ""));

rgb.Value.Nodes.RemoveAll(n => rsNodes.Contains(n));
rgb.Value.Nodes.Add(new MiniYamlNode("Sequence", "left"));
}

var rrgb = node.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("-RenderGunboat"));
if (rrgb != null)
rrgb.Key = "-WithGunboatBody";
}
}

UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
}
}
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4 changes: 3 additions & 1 deletion mods/cnc/rules/ships.yaml
Expand Up @@ -22,7 +22,9 @@ BOAT:
Weapon: BoatMissile
LocalOffset: 85,-85,0, 85,85,0
AttackTurreted:
RenderGunboat:
RenderSprites:
WithGunboatBody:
Sequence: left # Just a work-around to avoid crash
Selectable:
Bounds: 42,24
AutoTarget:
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