Fix cnc afld

This commit is contained in:
Paul Chote
2010-08-03 00:17:11 +12:00
parent cf5cb80c61
commit 7c562059c2
4 changed files with 60 additions and 62 deletions

View File

@@ -41,44 +41,16 @@ namespace OpenRA.Traits
Spawns.Add(new float2(info.SpawnOffsets[i],info.SpawnOffsets[i+1]), new int2(info.ExitCells[i], info.ExitCells[i+1]));
}
public virtual bool Produce( Actor self, ActorInfo producee )
{
var newUnit = self.World.CreateActor(false, producee.Name, new TypeDictionary
{
new OwnerInit( self.Owner ),
});
public void DoProduction(Actor self, Actor newUnit, int2 exit, float2 spawn)
{
Game.Debug("Creating actor {0}".F(newUnit.Info.Name));
// Todo: remove assumption on Mobile
var mobile = newUnit.traits.Get<Mobile>();
// Pick an exit that we can move to
var exit = int2.Zero;
var spawn = float2.Zero;
var success = false;
// Pick a spawn/exit point
// Todo: Reorder in a synced random way
foreach (var s in Spawns)
{
exit = self.Location + s.Value;
spawn = self.CenterLocation + s.Key;
if (mobile.CanEnterCell(exit,self,true))
{
success = true;
break;
}
}
if (!success)
{
// Hack around mobile being a tard; remove from UIM (we shouldn't be there in the first place)
newUnit.traits.Get<Mobile>().RemoveInfluence();
return false;
}
// Unit can be built; add to the world
self.World.Add(newUnit);
Game.Debug("Added to world");
// Set the physical position of the unit as the exit cell
mobile.SetPosition(newUnit,exit);
var to = Util.CenterOfCell(exit);
@@ -113,7 +85,44 @@ namespace OpenRA.Traits
t.UnitProduced(self, newUnit);
Log.Write("debug", "{0} #{1} produced by {2} #{3}", newUnit.Info.Name, newUnit.ActorID, self.Info.Name, self.ActorID);
}
public virtual bool Produce( Actor self, ActorInfo producee )
{
var newUnit = self.World.CreateActor(false, producee.Name, new TypeDictionary
{
new OwnerInit( self.Owner ),
});
// Todo: remove assumption on Mobile
var mobile = newUnit.traits.Get<Mobile>();
// Pick an exit that we can move to
var exit = int2.Zero;
var spawn = float2.Zero;
var success = false;
// Pick a spawn/exit point
// Todo: Reorder in a synced random way
foreach (var s in Spawns)
{
exit = self.Location + s.Value;
spawn = self.CenterLocation + s.Key;
if (mobile.CanEnterCell(exit,self,true))
{
success = true;
break;
}
}
if (!success)
{
// Hack around mobile being a tard; remove from UIM (we shouldn't be there in the first place)
newUnit.traits.Get<Mobile>().RemoveInfluence();
return false;
}
DoProduction(self, newUnit, exit, spawn);
return true;
}

View File

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

View File

@@ -45,6 +45,9 @@ namespace OpenRA.Mods.RA
break;
}
}
if (!success)
return false;
// Todo: Once Helicopter supports it, update UIM if its docked/landed
var newUnit = self.World.CreateActor( producee.Name, new TypeDictionary

View File

@@ -215,7 +215,8 @@ AFLD:
BelowUnits:
ProductionAirdrop:
Produces: Vehicle
SpawnOffsets: -24,0
ExitCells:3,1
WEAP:
Inherits: ^Building
Buildable: