Generalize *ReturnToBase trait caching naming

Makes both copying changes as well as a potential future activity merger a little easier.
This commit is contained in:
reaperrr
2017-11-13 23:03:48 +01:00
committed by reaperrr
parent bd569c9ae2
commit 96032d1953
2 changed files with 29 additions and 29 deletions

View File

@@ -18,14 +18,14 @@ namespace OpenRA.Mods.Common.Activities
{
public class HeliReturnToBase : Activity
{
readonly Aircraft heli;
readonly Aircraft aircraft;
readonly bool alwaysLand;
readonly bool abortOnResupply;
Actor dest;
public HeliReturnToBase(Actor self, bool abortOnResupply, Actor dest = null, bool alwaysLand = true)
{
heli = self.Trait<Aircraft>();
aircraft = self.Trait<Aircraft>();
this.alwaysLand = alwaysLand;
this.abortOnResupply = abortOnResupply;
this.dest = dest;
@@ -33,7 +33,7 @@ namespace OpenRA.Mods.Common.Activities
public Actor ChooseHelipad(Actor self, bool unreservedOnly)
{
var rearmBuildings = heli.Info.RearmBuildings;
var rearmBuildings = aircraft.Info.RearmBuildings;
return self.World.Actors.Where(a => a.Owner == self.Owner
&& rearmBuildings.Contains(a.Info.Name)
&& (!unreservedOnly || !Reservable.IsReserved(a)))
@@ -44,7 +44,7 @@ namespace OpenRA.Mods.Common.Activities
{
// Refuse to take off if it would land immediately again.
// Special case: Don't kill other deploy hotkey activities.
if (heli.ForceLanding)
if (aircraft.ForceLanding)
return NextActivity;
if (IsCanceled)
@@ -53,7 +53,7 @@ namespace OpenRA.Mods.Common.Activities
if (dest == null || dest.IsDead || Reservable.IsReserved(dest))
dest = ChooseHelipad(self, true);
var initialFacing = heli.Info.InitialFacing;
var initialFacing = aircraft.Info.InitialFacing;
if (dest == null || dest.IsDead)
{
@@ -61,19 +61,19 @@ namespace OpenRA.Mods.Common.Activities
// If a heli was told to return and there's no (available) RearmBuilding, going to the probable next queued activity (HeliAttack)
// would be pointless (due to lack of ammo), and possibly even lead to an infinite loop due to HeliAttack.cs:L79.
if (nearestHpad == null && heli.Info.LandWhenIdle)
if (nearestHpad == null && aircraft.Info.LandWhenIdle)
{
if (heli.Info.TurnToLand)
if (aircraft.Info.TurnToLand)
return ActivityUtils.SequenceActivities(new Turn(self, initialFacing), new HeliLand(self, true));
return new HeliLand(self, true);
}
else if (nearestHpad == null && !heli.Info.LandWhenIdle)
else if (nearestHpad == null && !aircraft.Info.LandWhenIdle)
return null;
else
{
var distanceFromHelipad = (nearestHpad.CenterPosition - self.CenterPosition).HorizontalLength;
var distanceLength = heli.Info.WaitDistanceFromResupplyBase.Length;
var distanceLength = aircraft.Info.WaitDistanceFromResupplyBase.Length;
// If no pad is available, move near one and wait
if (distanceFromHelipad > distanceLength)
@@ -82,7 +82,7 @@ namespace OpenRA.Mods.Common.Activities
var target = Target.FromPos(nearestHpad.CenterPosition + randomPosition);
return ActivityUtils.SequenceActivities(new HeliFly(self, target, WDist.Zero, heli.Info.WaitDistanceFromResupplyBase), this);
return ActivityUtils.SequenceActivities(new HeliFly(self, target, WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase), this);
}
return this;
@@ -94,7 +94,7 @@ namespace OpenRA.Mods.Common.Activities
if (ShouldLandAtBuilding(self, dest))
{
heli.MakeReservation(dest);
aircraft.MakeReservation(dest);
return ActivityUtils.SequenceActivities(
new HeliFly(self, Target.FromPos(dest.CenterPosition + offset)),
@@ -114,10 +114,10 @@ namespace OpenRA.Mods.Common.Activities
if (alwaysLand)
return true;
if (heli.Info.RepairBuildings.Contains(dest.Info.Name) && self.GetDamageState() != DamageState.Undamaged)
if (aircraft.Info.RepairBuildings.Contains(dest.Info.Name) && self.GetDamageState() != DamageState.Undamaged)
return true;
return heli.Info.RearmBuildings.Contains(dest.Info.Name) && self.TraitsImplementing<AmmoPool>()
return aircraft.Info.RearmBuildings.Contains(dest.Info.Name) && self.TraitsImplementing<AmmoPool>()
.Any(p => !p.AutoReloads && !p.FullAmmo());
}
}