Files
OpenRA/OpenRA.Mods.RA/Aircraft.cs

94 lines
2.7 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class AircraftInfo : ITraitInfo
{
public readonly int CruiseAltitude = 20;
public readonly string[] RepairBuildings = { "fix" };
public readonly string[] RearmBuildings = { "hpad", "afld" };
public virtual object Create( ActorInitializer init ) { return new Aircraft( init ); }
}
public class Aircraft : IMove, IOccupySpace
{
[Sync]
public int2 Location;
public Aircraft( ActorInitializer init )
{
this.Location = init.location;
}
public int2 TopLeft
{
get { return Location; }
}
public void SetPosition(Actor self, int2 cell)
{
Location = cell;
self.CenterLocation = Util.CenterOfCell(cell);
}
public bool AircraftCanEnter(Actor self, Actor a)
{
var aircraft = self.Info.Traits.Get<AircraftInfo>();
return aircraft.RearmBuildings.Contains( a.Info.Name )
|| aircraft.RepairBuildings.Contains( a.Info.Name );
}
public virtual IEnumerable<float2> GetCurrentPath(Actor self)
{
var move = self.GetCurrentActivity() as Activities.Fly;
if (move == null) return new float2[] { };
return new float2[] { move.Pos };
}
public bool CanEnterCell(int2 location) { return true; }
public float MovementCostForCell(Actor self, int2 cell) { return 1f; }
public float MovementSpeedForCell(Actor self, int2 cell)
{
var unitInfo = self.Info.Traits.GetOrDefault<UnitInfo>();
if( unitInfo == null)
return 0f;
var modifier = self.traits
.WithInterface<ISpeedModifier>()
.Select(t => t.GetSpeedModifier())
.Product();
return unitInfo.Speed * modifier;
}
int2[] noCells = new int2[] { };
public IEnumerable<int2> OccupiedCells() { return noCells; }
}
}