using System.Collections.Generic; using OpenRa.Mods.RA.Effects; using OpenRa.Traits; using OpenRa.Traits.Activities; namespace OpenRa.Mods.RA { class ParaDropInfo : ITraitInfo { public readonly int LZRange = 4; public object Create(Actor self) { return new ParaDrop(); } } class ParaDrop : ITick { readonly List droppedAt = new List(); int2 lz; public void SetLZ( int2 lz ) { this.lz = lz; droppedAt.Clear(); } public void Tick(Actor self) { var r = self.Info.Traits.Get().LZRange; if ((self.Location - lz).LengthSquared <= r * r && !droppedAt.Contains(self.Location)) { // todo: check is this is a good drop cell. // unload a dude here droppedAt.Add(self.Location); var cargo = self.traits.Get(); if (cargo.IsEmpty(self)) FinishedDropping(self); else { var a = cargo.Unload(self); var rs = a.traits.Get(); self.World.AddFrameEndTask(w => w.Add( new Parachute(self.Owner, rs.anim.Name, self.CenterLocation, self.traits.Get().Altitude, a))); Sound.Play("chute1.aud"); } } } void FinishedDropping(Actor self) { // this kindof sucks, actually. self.CancelActivity(); self.QueueActivity(new Fly(Util.CenterOfCell(self.World.ChooseRandomEdgeCell()))); self.QueueActivity(new RemoveSelf()); } } }