moving Actor.Location onto the appropriate traits (bob)
This commit is contained in:
68
OpenRA.Mods.RA/Aircraft.cs
Executable file
68
OpenRA.Mods.RA/Aircraft.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.GameRules;
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namespace OpenRA.Traits
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{
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public class AircraftInfo : ITraitInfo
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{
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public readonly int CruiseAltitude = 20;
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public readonly string[] RepairBuildings = { "fix" };
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public readonly string[] RearmBuildings = { "hpad", "afld" };
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public virtual object Create( ActorInitializer init ) { return new Aircraft( init ); }
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}
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public class Aircraft : IOccupySpace, IMovement
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{
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[Sync]
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public int2 Location;
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public Aircraft( ActorInitializer init )
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{
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this.Location = init.location;
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}
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public int2 TopLeft
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{
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get { return Location; }
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}
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public IEnumerable<int2> OccupiedCells()
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{
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// TODO: make helis on the ground occupy a space.
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yield break;
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}
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public bool AircraftCanEnter(Actor self, Actor a)
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{
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var aircraft = self.Info.Traits.Get<AircraftInfo>();
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return aircraft.RearmBuildings.Contains( a.Info.Name )
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|| aircraft.RepairBuildings.Contains( a.Info.Name );
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}
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public UnitMovementType GetMovementType() { return UnitMovementType.Fly; }
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public bool CanEnterCell(int2 location) { return true; }
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}
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}
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