Step in the direction of RA2 paratroopers.
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94
OpenRA.Mods.Common/Activities/Parachute.cs
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94
OpenRA.Mods.Common/Activities/Parachute.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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 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 Parachute : Activity
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{
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readonly UpgradeManager um;
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readonly IPositionable pos;
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readonly ParachutableInfo para;
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readonly WVec fallVector;
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WPos dropPosition;
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WPos currentPosition;
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bool triggered = false;
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public Parachute(Actor self, WPos dropPosition)
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{
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um = self.TraitOrDefault<UpgradeManager>();
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pos = self.TraitOrDefault<IPositionable>();
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// Parachutable trait is a prerequisite for running this activity
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para = self.Info.Traits.Get<ParachutableInfo>();
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fallVector = new WVec(0, 0, para.FallRate);
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this.dropPosition = dropPosition;
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}
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Activity FirstTick(Actor self)
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{
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triggered = true;
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if (um != null)
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foreach (var u in para.ParachuteUpgrade)
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um.GrantUpgrade(self, u, this);
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// Place the actor and retrieve its visual position (CenterPosition)
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pos.SetPosition(self, dropPosition);
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currentPosition = self.CenterPosition;
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return this;
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}
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Activity LastTick(Actor self)
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{
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pos.SetPosition(self, currentPosition - new WVec(0, 0, currentPosition.Z));
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if (um != null)
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foreach (var u in para.ParachuteUpgrade)
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um.RevokeUpgrade(self, u, this);
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foreach (var npl in self.TraitsImplementing<INotifyParachuteLanded>())
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npl.OnLanded();
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return NextActivity;
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}
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public override Activity Tick(Actor self)
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{
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// If this is the first tick
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if (!triggered)
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return FirstTick(self);
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currentPosition -= fallVector;
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// If the unit has landed, this will be the last tick
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if (currentPosition.Z <= 0)
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return LastTick(self);
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pos.SetVisualPosition(self, currentPosition);
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return this;
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}
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// Only the last queued activity (given order) is kept
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public override void Queue(Activity activity)
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{
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NextActivity = activity;
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}
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// Cannot be cancelled
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public override void Cancel(Actor self) { }
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}
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}
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