Overhaul ParatroopersPower:
- Adds support for multiple drop planes. - Adds support a beacon and camera. - Prevents the plane from circling if it can’t unload.
This commit is contained in:
@@ -8,8 +8,12 @@
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Air;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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@@ -18,18 +22,33 @@ namespace OpenRA.Mods.RA
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public class ParatroopersPowerInfo : SupportPowerInfo
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{
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[ActorReference]
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public string[] DropItems = { };
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[ActorReference]
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public string UnitType = "badr";
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[ActorReference]
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public string FlareType = "flare";
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public readonly string UnitType = "badr";
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public readonly int SquadSize = 1;
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public readonly WVec SquadOffset = new WVec(-1536, 1536, 0);
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[Desc("In game ticks. Default value equates to 2 minutes.")]
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public readonly int FlareTime = 25 * 60 * 2;
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[Desc("Number of facings that the delivery aircraft may approach from.")]
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public readonly int QuantizedFacings = 32;
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[Desc("Spawn and remove the plane this far outside the map.")]
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public readonly WRange Cordon = new WRange(5120);
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[ActorReference]
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[Desc("Troops to be delivered. They will be distributed between the planes if SquadSize > 1.")]
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public string[] DropItems = { };
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[Desc("Risks stuck units when they don't have the Paratrooper trait.")]
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public readonly bool AllowImpassableCells = false;
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[ActorReference]
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[Desc("Actor to spawn when the paradrop starts.")]
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public readonly string CameraActor = null;
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[Desc("Amount of time (in ticks) to keep the camera alive while the passengers drop.")]
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public readonly int CameraRemoveDelay = 85;
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[Desc("Weapon range offset to apply during the beacon clock calculation.")]
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public readonly WRange BeaconDistanceOffset = WRange.FromCells(4);
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public override object Create(ActorInitializer init) { return new ParatroopersPower(init.self, this); }
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}
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@@ -41,40 +60,126 @@ namespace OpenRA.Mods.RA
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{
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base.Activate(self, order, manager);
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var info = (ParatroopersPowerInfo)Info;
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var items = info.DropItems;
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var startPos = self.World.Map.ChooseRandomEdgeCell(self.World.SharedRandom);
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var info = Info as ParatroopersPowerInfo;
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var dropFacing = Util.QuantizeFacing(self.World.SharedRandom.Next(256), info.QuantizedFacings) * (256 / info.QuantizedFacings);
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var dropRotation = WRot.FromFacing(dropFacing);
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var delta = new WVec(0, -1024, 0).Rotate(dropRotation);
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var altitude = self.World.Map.Rules.Actors[info.UnitType].Traits.Get<PlaneInfo>().CruiseAltitude.Range;
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var target = self.World.Map.CenterOfCell(order.TargetLocation) + new WVec(0, 0, altitude);
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var startEdge = target - (self.World.Map.DistanceToEdge(target, -delta) + info.Cordon).Range * delta / 1024;
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var finishEdge = target + (self.World.Map.DistanceToEdge(target, delta) + info.Cordon).Range * delta / 1024;
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Actor camera = null;
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Beacon beacon = null;
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var aircraftInRange = new Dictionary<Actor, bool>();
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Action<Actor> onEnterRange = a =>
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{
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// Spawn a camera and remove the beacon when the first plane enters the target area
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if (info.CameraActor != null && !aircraftInRange.Any(kv => kv.Value))
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{
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self.World.AddFrameEndTask(w =>
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{
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camera = w.CreateActor(info.CameraActor, new TypeDictionary
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{
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new LocationInit(order.TargetLocation),
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new OwnerInit(self.Owner),
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});
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});
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}
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if (beacon != null)
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{
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self.World.AddFrameEndTask(w =>
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{
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w.Remove(beacon);
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beacon = null;
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});
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}
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aircraftInRange[a] = true;
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};
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Action<Actor> onExitRange = a =>
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{
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aircraftInRange[a] = false;
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// Remove the camera when the final plane leaves the target area
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if (!aircraftInRange.Any(kv => kv.Value))
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{
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if (camera != null)
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{
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camera.QueueActivity(new Wait(info.CameraRemoveDelay));
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camera.QueueActivity(new RemoveSelf());
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}
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camera = null;
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}
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};
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self.World.AddFrameEndTask(w =>
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{
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var flare = info.FlareType != null ? w.CreateActor(info.FlareType, new TypeDictionary
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{
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new LocationInit(order.TargetLocation),
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new OwnerInit(self.Owner),
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}) : null;
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var notification = self.Owner.IsAlliedWith(self.World.RenderPlayer) ? Info.LaunchSound : Info.IncomingSound;
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Sound.Play(notification);
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if (flare != null)
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Actor distanceTestActor = null;
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var passengersPerPlane = (info.DropItems.Length + info.SquadSize - 1) / info.SquadSize;
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var added = 0;
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for (var i = -info.SquadSize / 2; i <= info.SquadSize / 2; i++)
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{
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flare.QueueActivity(new Wait(info.FlareTime));
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flare.QueueActivity(new RemoveSelf());
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// Even-sized squads skip the lead plane
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if (i == 0 && (info.SquadSize & 1) == 0)
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continue;
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// Includes the 90 degree rotation between body and world coordinates
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var so = info.SquadOffset;
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var spawnOffset = new WVec(i * so.Y, -Math.Abs(i) * so.X, 0).Rotate(dropRotation);
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var targetOffset = new WVec(i * so.Y, 0, 0).Rotate(dropRotation);
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var a = w.CreateActor(info.UnitType, new TypeDictionary
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{
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new CenterPositionInit(startEdge + spawnOffset),
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new OwnerInit(self.Owner),
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new FacingInit(dropFacing),
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});
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var drop = a.Trait<ParaDrop>();
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drop.SetLZ(w.Map.CellContaining(target + targetOffset), !info.AllowImpassableCells);
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drop.OnEnteredDropRange += onEnterRange;
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drop.OnExitedDropRange += onExitRange;
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drop.OnRemovedFromWorld += onExitRange;
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var cargo = a.Trait<Cargo>();
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var passengers = info.DropItems.Skip(added).Take(passengersPerPlane);
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added += passengersPerPlane;
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foreach (var p in passengers)
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cargo.Load(a, self.World.CreateActor(false, p.ToLowerInvariant(),
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new TypeDictionary { new OwnerInit(a.Owner) }));
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a.QueueActivity(new Fly(a, Target.FromPos(finishEdge + spawnOffset)));
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a.QueueActivity(new RemoveSelf());
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aircraftInRange.Add(a, false);
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distanceTestActor = a;
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}
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var altitude = self.World.Map.Rules.Actors[info.UnitType].Traits.Get<PlaneInfo>().CruiseAltitude;
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var a = w.CreateActor(info.UnitType, new TypeDictionary
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if (Info.DisplayBeacon)
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{
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new CenterPositionInit(w.Map.CenterOfCell(startPos) + new WVec(WRange.Zero, WRange.Zero, altitude)),
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new OwnerInit(self.Owner),
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new FacingInit(w.Map.FacingBetween(startPos, order.TargetLocation, 0))
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});
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var distance = (target - startEdge).HorizontalLength;
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a.CancelActivity();
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a.QueueActivity(new FlyAttack(Target.FromOrder(self.World, order)));
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a.Trait<ParaDrop>().SetLZ(order.TargetLocation, !info.AllowImpassableCells);
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beacon = new Beacon(
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order.Player,
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self.World.Map.CenterOfCell(order.TargetLocation),
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Info.BeaconPalettePrefix,
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Info.BeaconPoster,
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Info.BeaconPosterPalette,
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() => 1 - ((distanceTestActor.CenterPosition - target).HorizontalLength - info.BeaconDistanceOffset.Range) * 1f / distance
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);
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var cargo = a.Trait<Cargo>();
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foreach (var i in items)
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cargo.Load(a, self.World.CreateActor(false, i.ToLowerInvariant(),
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new TypeDictionary { new OwnerInit(a.Owner) }));
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w.Add(beacon);
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}
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});
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}
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}
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