Add optional use of a rally point to ProductionFromMapEdge

This commit is contained in:
Oliver Brakmann
2016-02-04 21:41:32 +01:00
parent 83a13f1594
commit 7a29cfeaea

View File

@@ -22,11 +22,18 @@ namespace OpenRA.Mods.D2k.Traits
public override object Create(ActorInitializer init) { return new ProductionFromMapEdge(init, this); } public override object Create(ActorInitializer init) { return new ProductionFromMapEdge(init, this); }
} }
class ProductionFromMapEdge : Production class ProductionFromMapEdge : Production, INotifyCreated
{ {
RallyPoint rp;
public ProductionFromMapEdge(ActorInitializer init, ProductionInfo info) public ProductionFromMapEdge(ActorInitializer init, ProductionInfo info)
: base(init, info) { } : base(init, info) { }
void INotifyCreated.Created(Actor self)
{
rp = self.TraitOrDefault<RallyPoint>();
}
public override bool Produce(Actor self, ActorInfo producee, string factionVariant) public override bool Produce(Actor self, ActorInfo producee, string factionVariant)
{ {
var location = self.World.Map.ChooseClosestEdgeCell(self.Location); var location = self.World.Map.ChooseClosestEdgeCell(self.Location);
@@ -37,7 +44,9 @@ namespace OpenRA.Mods.D2k.Traits
if (aircraftInfo != null) if (aircraftInfo != null)
pos += new WVec(0, 0, aircraftInfo.CruiseAltitude.Length); pos += new WVec(0, 0, aircraftInfo.CruiseAltitude.Length);
var initialFacing = self.World.Map.FacingBetween(location, self.Location, 0); var destination = rp != null ? rp.Location : self.Location;
var initialFacing = self.World.Map.FacingBetween(location, destination, 0);
self.World.AddFrameEndTask(w => self.World.AddFrameEndTask(w =>
{ {
@@ -56,13 +65,13 @@ namespace OpenRA.Mods.D2k.Traits
var move = newUnit.TraitOrDefault<IMove>(); var move = newUnit.TraitOrDefault<IMove>();
if (move != null) if (move != null)
newUnit.QueueActivity(move.MoveIntoWorld(newUnit, self.Location)); newUnit.QueueActivity(move.MoveIntoWorld(newUnit, destination));
newUnit.SetTargetLine(Target.FromCell(self.World, self.Location), Color.Green, false); newUnit.SetTargetLine(Target.FromCell(self.World, destination), Color.Green, false);
if (!self.IsDead) if (!self.IsDead)
foreach (var t in self.TraitsImplementing<INotifyProduction>()) foreach (var t in self.TraitsImplementing<INotifyProduction>())
t.UnitProduced(self, newUnit, self.Location); t.UnitProduced(self, newUnit, destination);
var notifyOthers = self.World.ActorsWithTrait<INotifyOtherProduction>(); var notifyOthers = self.World.ActorsWithTrait<INotifyOtherProduction>();
foreach (var notify in notifyOthers) foreach (var notify in notifyOthers)