Make airlift landing direction configurable.
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@@ -33,14 +33,14 @@ namespace OpenRA.Mods.Cnc.Traits
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[Desc("The cargo aircraft will spawn at the player baseline (map edge closest to the player spawn)")]
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public readonly bool BaselineSpawn = false;
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[Desc("Direction the aircraft should face to land.")]
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public readonly int Facing = 64;
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public override object Create(ActorInitializer init) { return new ProductionAirdrop(init, this); }
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}
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class ProductionAirdrop : Production
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{
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CPos startPos;
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CPos endPos;
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public ProductionAirdrop(ActorInitializer init, ProductionAirdropInfo info)
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: base(init, info) { }
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@@ -55,6 +55,10 @@ namespace OpenRA.Mods.Cnc.Traits
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var aircraftInfo = self.World.Map.Rules.Actors[info.ActorType].TraitInfo<AircraftInfo>();
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var mpStart = owner.World.WorldActor.TraitOrDefault<MPStartLocations>();
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CPos startPos;
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CPos endPos;
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int spawnFacing;
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if (info.BaselineSpawn && mpStart != null)
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{
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var spawn = mpStart.Start[owner];
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@@ -63,6 +67,8 @@ namespace OpenRA.Mods.Cnc.Traits
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var spawnVec = spawn - center;
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startPos = spawn + spawnVec * (Exts.ISqrt((bounds.Height * bounds.Height + bounds.Width * bounds.Width) / (4 * spawnVec.LengthSquared)));
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endPos = startPos;
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var spawnDirection = new WVec((self.Location - startPos).X, (self.Location - startPos).Y, 0);
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spawnFacing = spawnDirection.Yaw.Facing;
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}
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else
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{
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@@ -71,6 +77,7 @@ namespace OpenRA.Mods.Cnc.Traits
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var loc = self.Location.ToMPos(map);
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startPos = new MPos(loc.U + map.Bounds.Width, loc.V).ToCPos(map);
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endPos = new MPos(map.Bounds.Left, loc.V).ToCPos(map);
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spawnFacing = info.Facing;
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}
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// Assume a single exit point for simplicity
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@@ -88,11 +95,11 @@ namespace OpenRA.Mods.Cnc.Traits
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{
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new CenterPositionInit(w.Map.CenterOfCell(startPos) + new WVec(WDist.Zero, WDist.Zero, aircraftInfo.CruiseAltitude)),
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new OwnerInit(owner),
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new FacingInit(64)
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new FacingInit(spawnFacing)
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});
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var exitCell = self.Location + exit.ExitCell;
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actor.QueueActivity(new Land(actor, Target.FromActor(self), WDist.Zero, WVec.Zero, 64, clearCells: new CPos[1] { exitCell }));
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actor.QueueActivity(new Land(actor, Target.FromActor(self), WDist.Zero, WVec.Zero, info.Facing, clearCells: new CPos[1] { exitCell }));
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actor.QueueActivity(new CallFunc(() =>
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{
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if (!self.IsInWorld || self.IsDead)
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