Moves Attack, Armament, Move, Air traits and activities as well as anything required by them to Mods.Common.
Extracts Exit from Production into its own trait.
This commit is contained in:
68
OpenRA.Mods.Common/Activities/Air/HeliReturn.cs
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68
OpenRA.Mods.Common/Activities/Air/HeliReturn.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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public class HeliReturn : Activity
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{
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static Actor ChooseHelipad(Actor self)
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{
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var rearmBuildings = self.Info.Traits.Get<HelicopterInfo>().RearmBuildings;
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return self.World.Actors.Where(a => a.Owner == self.Owner).FirstOrDefault(
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a => rearmBuildings.Contains(a.Info.Name) && !Reservable.IsReserved(a));
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled)
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return NextActivity;
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var dest = ChooseHelipad(self);
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var initialFacing = self.Info.Traits.Get<AircraftInfo>().InitialFacing;
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if (dest == null)
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{
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var rearmBuildings = self.Info.Traits.Get<HelicopterInfo>().RearmBuildings;
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var nearestHpad = self.World.ActorsWithTrait<Reservable>()
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.Where(a => a.Actor.Owner == self.Owner && rearmBuildings.Contains(a.Actor.Info.Name))
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.Select(a => a.Actor)
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.ClosestTo(self);
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if (nearestHpad == null)
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return Util.SequenceActivities(new Turn(self, initialFacing), new HeliLand(true), NextActivity);
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else
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return Util.SequenceActivities(new HeliFly(self, Target.FromActor(nearestHpad)));
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}
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var res = dest.TraitOrDefault<Reservable>();
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var heli = self.Trait<Helicopter>();
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if (res != null)
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{
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heli.UnReserve();
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heli.Reservation = res.Reserve(dest, self, heli);
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}
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var exit = dest.Info.Traits.WithInterface<ExitInfo>().FirstOrDefault();
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var offset = (exit != null) ? exit.SpawnOffset : WVec.Zero;
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return Util.SequenceActivities(
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new HeliFly(self, Target.FromPos(dest.CenterPosition + offset)),
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new Turn(self, initialFacing),
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new HeliLand(false),
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new ResupplyAircraft());
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}
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}
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}
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