Commands are now content

This commit is contained in:
Anuken
2023-09-23 17:10:19 -04:00
parent cafec1386c
commit 276245bf3c
7 changed files with 107 additions and 66 deletions

View File

@@ -6,54 +6,19 @@ import arc.scene.style.*;
import arc.struct.*;
import arc.util.*;
import mindustry.ai.types.*;
import mindustry.ctype.*;
import mindustry.entities.units.*;
import mindustry.gen.*;
import mindustry.input.*;
/** Defines a pattern of behavior that an RTS-controlled unit should follow. Shows up in the command UI. */
public class UnitCommand{
/** List of all commands by ID. */
public class UnitCommand extends MappableContent{
/** @deprecated now a content type, use the methods in Vars.content instead */
@Deprecated
public static final Seq<UnitCommand> all = new Seq<>();
public static final UnitCommand
public static UnitCommand moveCommand, repairCommand, rebuildCommand, assistCommand, mineCommand, boostCommand, loadUnitsCommand, loadBlocksCommand, unloadPayloadCommand;
moveCommand = new UnitCommand("move", "right", Binding.unit_command_move, null){{
drawTarget = true;
resetTarget = false;
}},
repairCommand = new UnitCommand("repair", "modeSurvival", Binding.unit_command_repair, u -> new RepairAI()),
rebuildCommand = new UnitCommand("rebuild", "hammer", Binding.unit_command_rebuild, u -> new BuilderAI()),
assistCommand = new UnitCommand("assist", "players", Binding.unit_command_assist, u -> {
var ai = new BuilderAI();
ai.onlyAssist = true;
return ai;
}),
mineCommand = new UnitCommand("mine", "production", Binding.unit_command_mine, u -> new MinerAI()),
boostCommand = new UnitCommand("boost", "up", Binding.unit_command_boost, u -> new BoostAI()){{
switchToMove = false;
drawTarget = true;
resetTarget = false;
}},
loadUnitsCommand = new UnitCommand("loadUnits", "download", Binding.unit_command_load_units, null){{
switchToMove = false;
drawTarget = true;
resetTarget = false;
}},
loadBlocksCommand = new UnitCommand("loadBlocks", "down", Binding.unit_command_load_blocks, null){{
switchToMove = false;
drawTarget = true;
resetTarget = false;
}},
unloadPayloadCommand = new UnitCommand("unloadPayload", "upload", Binding.unit_command_unload_payload, null){{
switchToMove = false;
drawTarget = true;
resetTarget = false;
}};
/** Unique ID number. */
public final int id;
/** Named used for tooltip/description. */
public final String name;
/** Name of UI icon (from Icon class). */
public final String icon;
/** Controller that this unit will use when this command is used. Return null for "default" behavior. */
@@ -68,11 +33,11 @@ public class UnitCommand{
public @Nullable Binding keybind = null;
public UnitCommand(String name, String icon, Func<Unit, AIController> controller){
this.name = name;
super(name);
this.icon = icon;
this.controller = controller == null ? u -> null : controller;
id = all.size;
all.add(this);
}
@@ -93,8 +58,49 @@ public class UnitCommand{
return (char) Iconc.codes.get(icon, Iconc.cancel);
}
@Override
public ContentType getContentType(){
return ContentType.unitCommand;
}
@Override
public String toString(){
return "UnitCommand:" + name;
}
public static void loadAll(){
moveCommand = new UnitCommand("move", "right", Binding.unit_command_move, null){{
drawTarget = true;
resetTarget = false;
}};
repairCommand = new UnitCommand("repair", "modeSurvival", Binding.unit_command_repair, u -> new RepairAI());
rebuildCommand = new UnitCommand("rebuild", "hammer", Binding.unit_command_rebuild, u -> new BuilderAI());
assistCommand = new UnitCommand("assist", "players", Binding.unit_command_assist, u -> {
var ai = new BuilderAI();
ai.onlyAssist = true;
return ai;
});
mineCommand = new UnitCommand("mine", "production", Binding.unit_command_mine, u -> new MinerAI());
boostCommand = new UnitCommand("boost", "up", Binding.unit_command_boost, u -> new BoostAI()){{
switchToMove = false;
drawTarget = true;
resetTarget = false;
}};
loadUnitsCommand = new UnitCommand("loadUnits", "download", Binding.unit_command_load_units, null){{
switchToMove = false;
drawTarget = true;
resetTarget = false;
}};
loadBlocksCommand = new UnitCommand("loadBlocks", "down", Binding.unit_command_load_blocks, null){{
switchToMove = false;
drawTarget = true;
resetTarget = false;
}};
unloadPayloadCommand = new UnitCommand("unloadPayload", "upload", Binding.unit_command_unload_payload, null){{
switchToMove = false;
drawTarget = true;
resetTarget = false;
}};
}
}

View File

@@ -4,37 +4,27 @@ import arc.*;
import arc.scene.style.*;
import arc.struct.*;
import arc.util.*;
import mindustry.ctype.*;
import mindustry.gen.*;
import mindustry.input.*;
public class UnitStance{
/** List of all stances by ID. */
public class UnitStance extends MappableContent{
/** @deprecated now a content type, use the methods in Vars.content instead */
@Deprecated
public static final Seq<UnitStance> all = new Seq<>();
public static final UnitStance
public static UnitStance stop, shoot, holdFire, pursueTarget, patrol, ram;
stop = new UnitStance("stop", "cancel", Binding.cancel_orders), //not a real stance, cannot be selected, just cancels ordewrs
shoot = new UnitStance("shoot", "commandAttack", Binding.unit_stance_shoot),
holdFire = new UnitStance("holdfire", "none", Binding.unit_stance_hold_fire),
pursueTarget = new UnitStance("pursuetarget", "right", Binding.unit_stance_pursue_target),
patrol = new UnitStance("patrol", "refresh", Binding.unit_stance_patrol),
ram = new UnitStance("ram", "rightOpen", Binding.unit_stance_ram);
/** Unique ID number. */
public final int id;
/** Named used for tooltip/description. */
public final String name;
/** Name of UI icon (from Icon class). */
public final String icon;
/** Key to press for this stance. */
public @Nullable Binding keybind = null;
public UnitStance(String name, String icon, Binding keybind){
this.name = name;
super(name);
this.icon = icon;
this.keybind = keybind;
id = all.size;
all.add(this);
}
@@ -50,8 +40,22 @@ public class UnitStance{
return (char) Iconc.codes.get(icon, Iconc.cancel);
}
@Override
public ContentType getContentType(){
return ContentType.unitStance;
}
@Override
public String toString(){
return "UnitStance:" + name;
}
public static void loadAll(){
stop = new UnitStance("stop", "cancel", Binding.cancel_orders);
shoot = new UnitStance("shoot", "commandAttack", Binding.unit_stance_shoot);
holdFire = new UnitStance("holdfire", "none", Binding.unit_stance_hold_fire);
pursueTarget = new UnitStance("pursuetarget", "right", Binding.unit_stance_pursue_target);
patrol = new UnitStance("patrol", "refresh", Binding.unit_stance_patrol);
ram = new UnitStance("ram", "rightOpen", Binding.unit_stance_ram);
}
}