Fix cnc afld
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@@ -33,12 +33,14 @@ namespace OpenRA.Mods.Cnc
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var owner = self.Owner;
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// Start and end beyond the edge of the map, to give a finite delay, and ability to land when AFLD is on map edge
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var startPos = new int2(owner.World.Map.XOffset + owner.World.Map.Width+15, self.Location.Y);
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var endPos = new int2(owner.World.Map.XOffset-15, self.Location.Y);
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var unloadOffset = new int2(1,1);
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var exitOffset = new int2(3,1);
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var startPos = new int2(owner.World.Map.XOffset + owner.World.Map.Width+5, self.Location.Y);
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var endPos = new int2(owner.World.Map.XOffset-5, self.Location.Y);
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// Assume a single exit point for simplicity
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var spawn = self.CenterLocation + Spawns.First().Key;
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var exit = self.Location + Spawns.First().Value;
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var rp = self.traits.GetOrDefault<RallyPoint>();
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owner.World.AddFrameEndTask(w =>
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{
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var a = w.CreateActor("C17", new TypeDictionary
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@@ -50,37 +52,20 @@ namespace OpenRA.Mods.Cnc
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});
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var cargo = a.traits.Get<Cargo>();
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var newUnit = self.World.CreateActor(false, producee.Name, new TypeDictionary{ new OwnerInit( self.Owner ) });
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var newUnit = self.World.CreateActor(false, producee.Name, new TypeDictionary
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{
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new OwnerInit( self.Owner ),
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});
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cargo.Load(a, newUnit);
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a.CancelActivity();
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a.QueueActivity(new Land(Target.FromActor(self)));
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a.QueueActivity(new CallFunc(() =>
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{
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if (self.IsDead())
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return;
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var actor = cargo.Unload(self);
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self.World.AddFrameEndTask(ww =>
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{
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ww.Add(actor);
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actor.traits.Get<IMove>().SetPosition(actor, self.Location + unloadOffset);
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newUnit.traits.Get<IFacing>().Facing = 192;
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actor.CancelActivity();
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actor.QueueActivity(new Move(self.Location + exitOffset, self));
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actor.QueueActivity(new Move(rp.rallyPoint, 0));
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if (actor.Owner == self.World.LocalPlayer)
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{
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var line = actor.traits.GetOrDefault<DrawLineToTarget>();
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if (line != null)
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line.SetTargetSilently(actor, Target.FromCell(rp.rallyPoint), Color.Green);
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}
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foreach (var t in self.traits.WithInterface<INotifyProduction>())
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t.UnitProduced(self, actor);
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});
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Game.Debug("Creating");
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self.World.AddFrameEndTask(ww => DoProduction(self, cargo.Unload(self), exit, spawn));
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}));
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a.QueueActivity(new Fly(endPos));
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a.QueueActivity(new RemoveSelf());
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