FIX setup done for Plane/Helicopter

This commit is contained in:
Chris Forbes
2010-01-01 20:27:22 +13:00
parent d0c0034404
commit bf45b4e33b
2 changed files with 24 additions and 13 deletions

View File

@@ -9,6 +9,14 @@ namespace OpenRa.Game.Traits
public IDisposable reservation;
public Helicopter(Actor self) {}
// todo: push into data!
static bool HeliCanEnter(Actor a)
{
if (a.Info == Rules.UnitInfo["HPAD"]) return true;
if (a.Info == Rules.UnitInfo["FIX"]) return true;
return false;
}
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
if (mi.Button == MouseButton.Left) return null;
@@ -16,7 +24,7 @@ namespace OpenRa.Game.Traits
if (underCursor == null)
return new Order("Move", self, null, xy, null);
if (underCursor.Info == Rules.UnitInfo["HPAD"]
if (HeliCanEnter(underCursor)
&& underCursor.Owner == self.Owner
&& !Reservable.IsReserved(underCursor))
return new Order("Enter", self, underCursor, int2.Zero, null);
@@ -54,7 +62,8 @@ namespace OpenRa.Game.Traits
self.QueueActivity(new HeliFly(order.TargetActor.CenterLocation + offsetVec));
self.QueueActivity(new Turn(self.Info.InitialFacing));
self.QueueActivity(new HeliLand(false));
self.QueueActivity(new Rearm());
self.QueueActivity(order.TargetActor.Info == Rules.UnitInfo["HPAD"]
? (IActivity)new Rearm() : new Repair());
}
}

View File

@@ -12,13 +12,21 @@ namespace OpenRa.Game.Traits
public Plane(Actor self) {}
// todo: push into data!
static bool PlaneCanEnter(Actor a)
{
if (a.Info == Rules.UnitInfo["AFLD"]) return true;
if (a.Info == Rules.UnitInfo["FIX"]) return true;
return false;
}
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
if (mi.Button == MouseButton.Left) return null;
if (underCursor == null)
return new Order("Move", self, null, xy, null);
if (underCursor.Info == Rules.UnitInfo["AFLD"]
if (PlaneCanEnter(underCursor)
&& underCursor.Owner == self.Owner
&& !Reservable.IsReserved(underCursor))
return new Order("Enter", self, underCursor, int2.Zero, null);
@@ -51,18 +59,12 @@ namespace OpenRa.Game.Traits
self.CancelActivity();
self.QueueActivity(new ReturnToBase(self, order.TargetActor));
self.QueueActivity(new Rearm()); /* todo: something else when it's FIX rather than AFLD */
self.QueueActivity(order.TargetActor.Info == Rules.UnitInfo["AFLD"]
? (IActivity)new Rearm() : new Repair());
}
}
public UnitMovementType GetMovementType()
{
return UnitMovementType.Fly;
}
public bool CanEnterCell(int2 location)
{
return true; // Planes can go anywhere (?)
}
public UnitMovementType GetMovementType() { return UnitMovementType.Fly; }
public bool CanEnterCell(int2 location) { return true; }
}
}