using System.Linq; namespace OpenRa.Game.Traits.Activities { class HeliReturn : IActivity { public IActivity NextActivity { get; set; } bool isCanceled; static Actor ChooseHelipad(Actor self) { return Game.world.Actors.FirstOrDefault( a => a.Info.Name == "hpad" && a.Owner == self.Owner && !Reservable.IsReserved(a)); } public IActivity Tick(Actor self) { if (isCanceled) return NextActivity; var dest = ChooseHelipad(self); var initialFacing = self.Info.Traits.Get().InitialFacing; if (dest == null) return Util.SequenceActivities( new Turn(initialFacing), new HeliLand(true), NextActivity); var res = dest.traits.GetOrDefault(); if (res != null) self.traits.Get().reservation = res.Reserve(self); var pi = dest.Info.Traits.GetOrDefault(); var offset = pi != null ? pi.SpawnOffset : null; var offsetVec = offset != null ? new float2(offset[0], offset[1]) : float2.Zero; return Util.SequenceActivities( new HeliFly(dest.CenterLocation + offsetVec), new Turn(initialFacing), new HeliLand(false), new Rearm(), NextActivity); } public void Cancel(Actor self) { isCanceled = true; NextActivity = null; } } }