79 lines
2.4 KiB
C#
79 lines
2.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 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.Drawing;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.D2k.Traits
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{
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[Desc("Produce a unit on the closest map edge cell and move into the world.")]
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class ProductionFromMapEdgeInfo : ProductionInfo
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{
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public override object Create(ActorInitializer init) { return new ProductionFromMapEdge(init, this); }
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}
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class ProductionFromMapEdge : Production
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{
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public ProductionFromMapEdge(ActorInitializer init, ProductionInfo info)
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: base(init, info) { }
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public override bool Produce(Actor self, ActorInfo producee, string factionVariant)
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{
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var location = self.World.Map.ChooseClosestEdgeCell(self.Location);
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var pos = self.World.Map.CenterOfCell(location);
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// If aircraft, spawn at cruise altitude
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var aircraftInfo = producee.Traits.GetOrDefault<AircraftInfo>();
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if (aircraftInfo != null)
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pos += new WVec(0, 0, aircraftInfo.CruiseAltitude.Length);
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var initialFacing = self.World.Map.FacingBetween(location, self.Location, 0);
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self.World.AddFrameEndTask(w =>
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{
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var td = new TypeDictionary
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{
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new OwnerInit(self.Owner),
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new LocationInit(location),
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new CenterPositionInit(pos),
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new FacingInit(initialFacing)
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};
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if (factionVariant != null)
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td.Add(new FactionInit(factionVariant));
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var newUnit = self.World.CreateActor(producee.Name, td);
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var move = newUnit.TraitOrDefault<IMove>();
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if (move != null)
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newUnit.QueueActivity(move.MoveIntoWorld(newUnit, self.Location));
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newUnit.SetTargetLine(Target.FromCell(self.World, self.Location), Color.Green, false);
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if (!self.IsDead)
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foreach (var t in self.TraitsImplementing<INotifyProduction>())
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t.UnitProduced(self, newUnit, self.Location);
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var notifyOthers = self.World.ActorsWithTrait<INotifyOtherProduction>();
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foreach (var notify in notifyOthers)
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notify.Trait.UnitProducedByOther(notify.Actor, self, newUnit);
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foreach (var t in newUnit.TraitsImplementing<INotifyBuildComplete>())
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t.BuildingComplete(newUnit);
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});
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return true;
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}
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}
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}
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