using OpenRa.Game.Traits.Activities; using System; using OpenRa.Game.GameRules; namespace OpenRa.Game.Traits { class Helicopter : IOrder, IMovement { public IDisposable reservation; public Helicopter(Actor self) {} 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["HPAD"] && underCursor.Owner == self.Owner && !Reservable.IsReserved(underCursor)) return new Order("Enter", self, underCursor, int2.Zero, null); return null; } public void ResolveOrder( Actor self, Order order ) { if (reservation != null) { reservation.Dispose(); reservation = null; } if (order.OrderString == "Move") { self.CancelActivity(); self.QueueActivity(new HeliFly(Util.CenterOfCell(order.TargetLocation))); self.QueueActivity(new Turn(self.Info.InitialFacing)); self.QueueActivity(new HeliLand(true)); } if (order.OrderString == "Enter") { if (Reservable.IsReserved(order.TargetActor)) return; var res = order.TargetActor.traits.GetOrDefault(); if (res != null) reservation = res.Reserve(self); var offset = (order.TargetActor.Info as BuildingInfo).SpawnOffset; var offsetVec = new float2(offset[0], offset[1]); self.CancelActivity(); self.QueueActivity(new HeliFly(order.TargetActor.CenterLocation + offsetVec)); self.QueueActivity(new Turn(self.Info.InitialFacing)); self.QueueActivity(new HeliLand(false)); self.QueueActivity(new Rearm()); } } public UnitMovementType GetMovementType() { return UnitMovementType.Fly; } public bool CanEnterCell(int2 location) { return true; } } }