Move carryall code to Mods.Common.
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101
OpenRA.Mods.Common/Traits/Buildings/FreeActorWithDelivery.cs
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101
OpenRA.Mods.Common/Traits/Buildings/FreeActorWithDelivery.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Player receives a unit for free once the building is placed.",
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"If you want more than one unit to be delivered, copy this section and assign IDs like FreeActorWithDelivery@2, ...")]
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public class FreeActorWithDeliveryInfo : FreeActorInfo
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{
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[ActorReference, FieldLoader.Require]
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[Desc("Name of the delivering actor. This actor must have the `Carryall` trait")]
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public readonly string DeliveringActor = null;
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[Desc("Cell coordinates for spawning the delivering actor. If left blank, the closest edge cell will be chosen.")]
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public readonly CPos SpawnLocation = CPos.Zero;
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[Desc("Offset relative to the top-left cell of the building.")]
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public readonly CVec DeliveryOffset = CVec.Zero;
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public override object Create(ActorInitializer init) { return new FreeActorWithDelivery(init, this); }
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}
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public class FreeActorWithDelivery
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{
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public readonly FreeActorWithDeliveryInfo Info;
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readonly Actor self;
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public FreeActorWithDelivery(ActorInitializer init, FreeActorWithDeliveryInfo info)
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{
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self = init.Self;
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Info = info;
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DoDelivery(self.Location + info.DeliveryOffset, info.Actor, info.DeliveringActor);
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}
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public void DoDelivery(CPos location, string actorName, string carrierActorName)
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{
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Actor cargo;
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Actor carrier;
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CreateActors(actorName, carrierActorName, out cargo, out carrier);
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var carryable = cargo.Trait<Carryable>();
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carryable.Destination = location;
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carryable.Reserve(carrier);
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carrier.Trait<Carryall>().AttachCarryable(cargo);
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carrier.QueueActivity(new DeliverUnit(carrier));
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carrier.QueueActivity(new HeliFly(carrier, Target.FromCell(self.World, self.World.Map.ChooseRandomEdgeCell(self.World.SharedRandom))));
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carrier.QueueActivity(new RemoveSelf());
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self.World.AddFrameEndTask(w => self.World.Add(carrier));
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}
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void CreateActors(string actorName, string deliveringActorName, out Actor cargo, out Actor carrier)
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{
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// Get a carryall spawn location
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var location = Info.SpawnLocation;
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if (location == CPos.Zero)
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location = self.World.Map.ChooseClosestEdgeCell(self.Location);
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var spawn = self.World.Map.CenterOfCell(location);
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var initialFacing = self.World.Map.FacingBetween(location, self.Location, 0);
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// If aircraft, spawn at cruise altitude
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var aircraftInfo = self.World.Map.Rules.Actors[deliveringActorName.ToLower()].TraitInfoOrDefault<AircraftInfo>();
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if (aircraftInfo != null)
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spawn += new WVec(0, 0, aircraftInfo.CruiseAltitude.Length);
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// Create delivery actor
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carrier = self.World.CreateActor(false, deliveringActorName, new TypeDictionary
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{
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new LocationInit(location),
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new CenterPositionInit(spawn),
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new OwnerInit(self.Owner),
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new FacingInit(initialFacing)
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});
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// Create delivered actor
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cargo = self.World.CreateActor(false, actorName, new TypeDictionary
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{
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new OwnerInit(self.Owner),
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});
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}
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}
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}
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