Add IdleBehavior enum to Aircraft
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@@ -21,9 +21,21 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public enum IdleBehaviorType
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{
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None,
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Land,
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ReturnToBase,
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LeaveMap,
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}
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public class AircraftInfo : ITraitInfo, IPositionableInfo, IFacingInfo, IMoveInfo, ICruiseAltitudeInfo,
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IActorPreviewInitInfo, IEditorActorOptions, IObservesVariablesInfo
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{
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[Desc("Behavior when aircraft becomes idle. Options are Land, ReturnToBase, LeaveMap, and None.",
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"'Land' will behave like 'None' (hover or circle) if a suitable landing site is not available.")]
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public readonly IdleBehaviorType IdleBehavior = IdleBehaviorType.None;
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public readonly WDist CruiseAltitude = new WDist(1280);
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[Desc("Whether the aircraft can be repulsed.")]
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@@ -78,9 +90,6 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Does the actor land and take off vertically?")]
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public readonly bool VTOL = false;
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[Desc("Will this actor try to land after it has no more commands?")]
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public readonly bool LandWhenIdle = true;
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[Desc("Does this VTOL actor need to turn before landing (on terrain)?")]
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public readonly bool TurnToLand = false;
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@@ -365,10 +374,9 @@ namespace OpenRA.Mods.Common.Traits
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{
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ForceLanding = false;
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if (!Info.LandWhenIdle)
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if (Info.IdleBehavior != IdleBehaviorType.Land)
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{
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self.CancelActivity();
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self.QueueActivity(new TakeOff(self));
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}
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}
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@@ -684,15 +692,31 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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var isCircler = !Info.CanHover;
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if (!atLandAltitude && Info.LandWhenIdle && Info.LandableTerrainTypes.Count > 0)
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self.QueueActivity(new Land(self));
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else if (isCircler && !atLandAltitude)
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self.QueueActivity(new FlyCircle(self, -1, Info.IdleTurnSpeed > -1 ? Info.IdleTurnSpeed : TurnSpeed));
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else if (atLandAltitude && !CanLand(self.Location) && ReservedActor == null)
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self.QueueActivity(new TakeOff(self));
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else if (!atLandAltitude && altitude != Info.CruiseAltitude && !Info.LandWhenIdle)
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self.QueueActivity(new TakeOff(self));
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if (Info.IdleBehavior == IdleBehaviorType.LeaveMap)
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{
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self.QueueActivity(new FlyOffMap(self));
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self.QueueActivity(new RemoveSelf());
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}
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else if (Info.IdleBehavior == IdleBehaviorType.ReturnToBase && GetActorBelow() == null)
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self.QueueActivity(new ReturnToBase(self, null, !Info.TakeOffOnResupply));
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else
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{
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if (atLandAltitude)
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{
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if (!CanLand(self.Location) && ReservedActor == null)
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self.QueueActivity(new TakeOff(self));
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// All remaining idle behaviors rely on not being atLandAltitude, so unconditionally return
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return;
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}
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if (Info.IdleBehavior != IdleBehaviorType.Land && altitude != Info.CruiseAltitude)
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self.QueueActivity(new TakeOff(self));
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else if (Info.IdleBehavior == IdleBehaviorType.Land && Info.LandableTerrainTypes.Count > 0)
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self.QueueActivity(new Land(self));
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else if (!Info.CanHover)
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self.QueueActivity(new FlyCircle(self, -1, Info.IdleTurnSpeed > -1 ? Info.IdleTurnSpeed : TurnSpeed));
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}
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}
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#region Implement IPositionable
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@@ -1,28 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Leave the map when idle.")]
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class FlyAwayOnIdleInfo : TraitInfo<FlyAwayOnIdle> { }
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class FlyAwayOnIdle : INotifyIdle
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{
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void INotifyIdle.TickIdle(Actor self)
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{
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self.QueueActivity(new FlyOffMap(self));
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self.QueueActivity(new RemoveSelf());
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}
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}
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}
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@@ -1,68 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Return to a player owned RearmActor. If none available, head back to base and circle over it.")]
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public class ReturnOnIdleInfo : ITraitInfo, Requires<AircraftInfo>
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{
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public object Create(ActorInitializer init) { return new ReturnOnIdle(init.Self, this); }
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}
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public class ReturnOnIdle : INotifyIdle
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{
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readonly AircraftInfo aircraftInfo;
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public ReturnOnIdle(Actor self, ReturnOnIdleInfo info)
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{
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aircraftInfo = self.Info.TraitInfo<AircraftInfo>();
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}
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void INotifyIdle.TickIdle(Actor self)
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{
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// We're on the ground, let's stay there.
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if (self.World.Map.DistanceAboveTerrain(self.CenterPosition).Length < aircraftInfo.MinAirborneAltitude)
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return;
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var resupplier = ReturnToBase.ChooseResupplier(self, true);
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if (resupplier != null)
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self.QueueActivity(new ReturnToBase(self, resupplier));
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else
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{
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// nowhere to land, pick something friendly and circle over it.
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// I'd prefer something we own
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var someBuilding = self.World.ActorsHavingTrait<Building>()
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.FirstOrDefault(a => a.Owner == self.Owner);
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// failing that, something unlikely to shoot at us
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if (someBuilding == null)
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someBuilding = self.World.ActorsHavingTrait<Building>()
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.FirstOrDefault(a => self.Owner.Stances[a.Owner] == Stance.Ally);
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if (someBuilding == null)
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{
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// ... going down the garden to eat worms ...
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self.QueueActivity(new FlyOffMap(self));
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self.QueueActivity(new RemoveSelf());
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return;
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}
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self.QueueActivity(new Fly(self, Target.FromActor(someBuilding)));
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self.QueueActivity(new FlyCircle(self));
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}
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}
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}
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}
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