The dog will now always leap to the target subcell (even if the target dies or moves), and will kill whatever happens to be in the target cell when it lands.
70 lines
1.9 KiB
C#
70 lines
1.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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;
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using System.Linq;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Activities
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{
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class Leap : Activity
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{
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Mobile mobile;
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PPos from;
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PPos to;
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int moveFraction;
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const int length = 6;
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public Leap(Actor self, Target target)
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{
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if (!target.IsActor)
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throw new InvalidOperationException("Leap requires a target actor");
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var targetMobile = target.Actor.TraitOrDefault<Mobile>();
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if (targetMobile == null)
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throw new InvalidOperationException("Leap requires a target actor with the Mobile trait");
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mobile = self.Trait<Mobile>();
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mobile.SetLocation(mobile.fromCell, mobile.fromSubCell, targetMobile.fromCell, targetMobile.fromSubCell);
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mobile.IsMoving = true;
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from = self.CenterLocation;
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to = Util.CenterOfCell(targetMobile.fromCell) + MobileInfo.SubCellOffsets[targetMobile.fromSubCell];
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self.Trait<RenderInfantry>().Attacking(self, target);
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Sound.Play("dogg5p.aud", self.CenterLocation);
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}
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public override Activity Tick(Actor self)
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{
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if (moveFraction == 0 && IsCanceled)
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return NextActivity;
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mobile.AdjustPxPosition(self, PPos.Lerp(from, to, moveFraction++, length - 1));
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if (moveFraction >= length)
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{
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mobile.SetLocation(mobile.toCell, mobile.toSubCell, mobile.toCell, mobile.toSubCell);
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mobile.FinishedMoving(self);
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mobile.IsMoving = false;
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// Kill whatever else is in our new cell
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self.World.ActorMap.GetUnitsAt(mobile.toCell, mobile.toSubCell).Except(new []{self}).Do(a => a.Kill(self));
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return NextActivity;
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}
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return this;
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}
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}
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}
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