Create MissionUtils.cs for shared mission code
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69
OpenRA.Mods.RA/Missions/MissionUtils.cs
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69
OpenRA.Mods.RA/Missions/MissionUtils.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2012 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. For more information,
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* see COPYING.
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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.FileFormats;
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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.Buildings;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Missions
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{
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public static class MissionUtils
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{
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public static IEnumerable<Actor> UnitsNearLocation(this World world, PPos location, int range)
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{
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return world.FindUnitsInCircle(location, Game.CellSize * range)
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.Where(a => a.IsInWorld && a != world.WorldActor && !a.Destroyed && !a.Owner.NonCombatant);
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}
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public static IEnumerable<Actor> BuildingsNearLocation(this World world, PPos location, int range)
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{
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return UnitsNearLocation(world, location, range).Where(a => a.HasTrait<Building>() && !a.HasTrait<Wall>());
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}
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public static IEnumerable<Actor> ForcesNearLocation(this World world, PPos location, int range)
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{
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return UnitsNearLocation(world, location, range).Where(a => a.HasTrait<IMove>());
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}
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public static Actor ExtractUnitWithChinook(World world, Player owner, Actor unit, CPos entry, CPos lz, CPos exit)
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{
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var chinook = world.CreateActor("tran", new TypeDictionary { new OwnerInit(owner), new LocationInit(entry) });
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chinook.QueueActivity(new HeliFly(Util.CenterOfCell(lz)));
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chinook.QueueActivity(new Turn(0));
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chinook.QueueActivity(new HeliLand(true, 0));
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chinook.QueueActivity(new WaitFor(() => chinook.Trait<Cargo>().Passengers.Contains(unit)));
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chinook.QueueActivity(new Wait(150));
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chinook.QueueActivity(new HeliFly(Util.CenterOfCell(exit)));
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chinook.QueueActivity(new RemoveSelf());
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return chinook;
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}
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public static Actor InsertUnitWithChinook(World world, Player owner, string unitName, CPos entry, CPos lz, CPos exit, Action<Actor> afterUnload)
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{
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var unit = world.CreateActor(false, unitName, new TypeDictionary { new OwnerInit(owner) });
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var chinook = world.CreateActor("tran", new TypeDictionary { new OwnerInit(owner), new LocationInit(entry) });
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chinook.Trait<Cargo>().Load(chinook, unit);
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chinook.QueueActivity(new HeliFly(Util.CenterOfCell(lz)));
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chinook.QueueActivity(new Turn(0));
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chinook.QueueActivity(new HeliLand(true, 0));
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chinook.QueueActivity(new UnloadCargo(true));
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chinook.QueueActivity(new CallFunc(() => afterUnload(unit)));
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chinook.QueueActivity(new Wait(150));
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chinook.QueueActivity(new HeliFly(Util.CenterOfCell(exit)));
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chinook.QueueActivity(new RemoveSelf());
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return unit;
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}
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}
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}
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