Add WAngle-compatible airstrike/paratrooper APIs.
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@@ -27,19 +27,27 @@ namespace OpenRA.Mods.Common.Scripting
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ap = self.TraitsImplementing<AirstrikePower>().First();
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}
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[Desc("Activate the actor's Airstrike Power.")]
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public void SendAirstrike(WPos target, bool randomize = true, int facing = 0)
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[Desc("Activate the actor's Airstrike Power. Returns the aircraft that will attack.")]
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public Actor[] TargetAirstrike(WPos target, WAngle? facing = null)
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{
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ap.SendAirstrike(Self, target, randomize, facing);
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return ap.SendAirstrike(Self, target, facing);
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}
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[Desc("Activate the actor's Airstrike Power.")]
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[Desc("Activate the actor's Airstrike Power. DEPRECATED! Will be removed.")]
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public void SendAirstrike(WPos target, bool randomize = true, int facing = 0)
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{
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Game.Debug("SendAirstrike is deprecated. Use TargetAirstrike instead.");
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ap.SendAirstrike(Self, target, randomize ? (WAngle?)null : WAngle.FromFacing(facing));
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}
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[Desc("Activate the actor's Airstrike Power. DEPRECATED! Will be removed.")]
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public void SendAirstrikeFrom(CPos from, CPos to)
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{
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Game.Debug("SendAirstrikeFrom is deprecated. Use TargetAirstrike instead.");
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var i = Self.World.Map.CenterOfCell(from);
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var j = Self.World.Map.CenterOfCell(to);
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ap.SendAirstrike(Self, j, false, (i - j).Yaw.Facing);
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ap.SendAirstrike(Self, j, (i - j).Yaw);
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}
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}
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}
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@@ -28,10 +28,18 @@ namespace OpenRA.Mods.Common.Scripting
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}
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[Desc("Activate the actor's Paratroopers Power. Returns the aircraft that will drop the reinforcements.")]
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public Actor[] ActivateParatroopers(WPos target, int facing = -1)
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public Actor[] TargetParatroopers(WPos target, WAngle? facing = null)
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{
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var actors = pp.SendParatroopers(Self, target, facing);
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return actors.First;
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}
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[Desc("Activate the actor's Paratroopers Power. Returns the aircraft that will drop the reinforcements. DEPRECATED! Will be removed.")]
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public Actor[] ActivateParatroopers(WPos target, int facing = -1)
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{
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Game.Debug("SendParatroopersFrom is deprecated. Use TargetParatroopers instead.");
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var actors = pp.SendParatroopers(Self, target, facing == -1 ? (WAngle?)null : WAngle.FromFacing(facing));
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return actors.First;
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}
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}
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}
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