Files
OpenRA/OpenRA.Mods.Common/Traits/Air/Aircraft.cs
reaperrr 6c3ff0dc02 Make AircraftInfo more readable
Added some descriptions where I considered it necessary, added newlines between entries, reordered entries where it made sense.
2017-08-17 22:19:05 +01:00

814 lines
24 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you 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. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Primitives;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class AircraftInfo : ITraitInfo, IPositionableInfo, IFacingInfo, IMoveInfo, ICruiseAltitudeInfo,
UsesInit<LocationInit>, UsesInit<FacingInit>, IActorPreviewInitInfo
{
public readonly WDist CruiseAltitude = new WDist(1280);
[Desc("Whether the aircraft can be repulsed.")]
public readonly bool Repulsable = true;
[Desc("The distance it tries to maintain from other aircraft if repulsable.")]
public readonly WDist IdealSeparation = new WDist(1706);
[Desc("The speed at which the aircraft is repulsed from other aircraft. Specify -1 for normal movement speed.")]
public readonly int RepulsionSpeed = -1;
[ActorReference]
public readonly HashSet<string> RepairBuildings = new HashSet<string> { };
[ActorReference]
public readonly HashSet<string> RearmBuildings = new HashSet<string> { };
public readonly int InitialFacing = 0;
public readonly int TurnSpeed = 255;
public readonly int Speed = 1;
[Desc("Minimum altitude where this aircraft is considered airborne.")]
public readonly int MinAirborneAltitude = 1;
public readonly HashSet<string> LandableTerrainTypes = new HashSet<string>();
[Desc("Can the actor be ordered to move in to shroud?")]
public readonly bool MoveIntoShroud = true;
[VoiceReference] public readonly string Voice = "Action";
[GrantedConditionReference]
[Desc("The condition to grant to self while airborne.")]
public readonly string AirborneCondition = null;
[GrantedConditionReference]
[Desc("The condition to grant to self while at cruise altitude.")]
public readonly string CruisingCondition = null;
[Desc("Can the actor hover in place mid-air? If not, then the actor will have to remain in motion (circle around).")]
public readonly bool CanHover = false;
[Desc("Will this actor try to land after it has no more commands?")]
public readonly bool LandWhenIdle = true;
[Desc("Does this actor need to turn before landing?")]
public readonly bool TurnToLand = false;
[Desc("Does this actor cancel its previous activity after resupplying?")]
public readonly bool AbortOnResupply = true;
[Desc("Altitude at which the aircraft considers itself landed.")]
public readonly WDist LandAltitude = WDist.Zero;
[Desc("How fast this actor ascends or descends when using horizontal take off/landing.")]
public readonly WAngle MaximumPitch = WAngle.FromDegrees(10);
[Desc("How fast this actor ascends or descends when using vertical take off/landing.")]
public readonly WDist AltitudeVelocity = new WDist(43);
[Desc("Sound to play when the actor is taking off.")]
public readonly string TakeoffSound = null;
[Desc("Sound to play when the actor is landing.")]
public readonly string LandingSound = null;
[Desc("The distance of the resupply base that the aircraft will wait for its turn.")]
public readonly WDist WaitDistanceFromResupplyBase = new WDist(3072);
[Desc("The number of ticks that a airplane will wait to make a new search for an available airport.")]
public readonly int NumberOfTicksToVerifyAvailableAirport = 150;
[Desc("Facing to use for actor previews (map editor, color picker, etc)")]
public readonly int PreviewFacing = 92;
public int GetInitialFacing() { return InitialFacing; }
public WDist GetCruiseAltitude() { return CruiseAltitude; }
public virtual object Create(ActorInitializer init) { return new Aircraft(init, this); }
IEnumerable<object> IActorPreviewInitInfo.ActorPreviewInits(ActorInfo ai, ActorPreviewType type)
{
yield return new FacingInit(PreviewFacing);
}
[Desc("Condition when this aircraft should land as soon as possible and refuse to take off. ",
"This only applies while the aircraft is above terrain which is listed in LandableTerrainTypes.")]
public readonly BooleanExpression LandOnCondition;
public IReadOnlyDictionary<CPos, SubCell> OccupiedCells(ActorInfo info, CPos location, SubCell subCell = SubCell.Any) { return new ReadOnlyDictionary<CPos, SubCell>(); }
bool IOccupySpaceInfo.SharesCell { get { return false; } }
// Used to determine if an aircraft can spawn landed
public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, bool checkTransientActors = true)
{
if (!world.Map.Contains(cell))
return false;
var type = world.Map.GetTerrainInfo(cell).Type;
if (!LandableTerrainTypes.Contains(type))
return false;
if (world.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(cell) != null)
return false;
if (!checkTransientActors)
return true;
return !world.ActorMap.GetActorsAt(cell).Any(x => x != ignoreActor);
}
}
public class Aircraft : ITick, ISync, IFacing, IPositionable, IMove, IIssueOrder, IResolveOrder, IOrderVoice, IDeathActorInitModifier,
INotifyCreated, INotifyAddedToWorld, INotifyRemovedFromWorld, INotifyActorDisposing, IActorPreviewInitModifier, IIssueDeployOrder, IObservesVariables
{
static readonly Pair<CPos, SubCell>[] NoCells = { };
public readonly bool IsPlane;
public readonly AircraftInfo Info;
readonly Actor self;
ConditionManager conditionManager;
IDisposable reservation;
IEnumerable<int> speedModifiers;
[Sync] public int Facing { get; set; }
[Sync] public WPos CenterPosition { get; private set; }
public CPos TopLeft { get { return self.World.Map.CellContaining(CenterPosition); } }
public int TurnSpeed { get { return Info.TurnSpeed; } }
public Actor ReservedActor { get; private set; }
public bool MayYieldReservation { get; private set; }
public bool ForceLanding { get; private set; }
bool airborne;
bool cruising;
bool firstTick = true;
int airborneToken = ConditionManager.InvalidConditionToken;
int cruisingToken = ConditionManager.InvalidConditionToken;
bool isMoving;
bool isMovingVertically;
WPos cachedPosition;
bool? landNow;
public Aircraft(ActorInitializer init, AircraftInfo info)
{
Info = info;
self = init.Self;
if (init.Contains<LocationInit>())
SetPosition(self, init.Get<LocationInit, CPos>());
if (init.Contains<CenterPositionInit>())
SetPosition(self, init.Get<CenterPositionInit, WPos>());
Facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : info.InitialFacing;
// TODO: HACK: This is a hack until we can properly distinguish between airplane and helicopter!
// Or until the activities get unified enough so that it doesn't matter.
IsPlane = !info.CanHover;
}
public virtual IEnumerable<VariableObserver> GetVariableObservers()
{
if (Info.LandOnCondition != null)
yield return new VariableObserver(ForceLandConditionChanged, Info.LandOnCondition.Variables);
}
void ForceLandConditionChanged(Actor self, IReadOnlyDictionary<string, int> variables)
{
landNow = Info.LandOnCondition.Evaluate(variables);
}
public void Created(Actor self)
{
conditionManager = self.TraitOrDefault<ConditionManager>();
speedModifiers = self.TraitsImplementing<ISpeedModifier>().ToArray().Select(sm => sm.GetSpeedModifier());
cachedPosition = self.CenterPosition;
}
public void AddedToWorld(Actor self)
{
self.World.AddToMaps(self, this);
var altitude = self.World.Map.DistanceAboveTerrain(CenterPosition);
if (altitude.Length >= Info.MinAirborneAltitude)
OnAirborneAltitudeReached();
if (altitude == Info.CruiseAltitude)
OnCruisingAltitudeReached();
}
public virtual void Tick(Actor self)
{
if (firstTick)
{
firstTick = false;
// TODO: Aircraft husks don't properly unreserve.
if (self.Info.HasTraitInfo<FallsToEarthInfo>())
return;
ReserveSpawnBuilding();
var host = GetActorBelow();
if (host == null)
return;
self.QueueActivity(new TakeOff(self));
}
// Add land activity if LandOnCondidion resolves to true and the actor can land at the current location.
if (landNow.HasValue && landNow.Value && airborne && CanLand(self.Location)
&& !(self.CurrentActivity is HeliLand || self.CurrentActivity is Turn))
{
self.CancelActivity();
if (Info.TurnToLand)
self.QueueActivity(new Turn(self, Info.InitialFacing));
self.QueueActivity(new HeliLand(self, true));
ForceLanding = true;
}
// Add takeoff activity if LandOnCondidion resolves to false and the actor should not land when idle.
if (landNow.HasValue && !landNow.Value && !cruising && !(self.CurrentActivity is TakeOff))
{
ForceLanding = false;
if (!Info.LandWhenIdle)
{
self.CancelActivity();
self.QueueActivity(new TakeOff(self));
}
}
var oldCachedPosition = cachedPosition;
cachedPosition = self.CenterPosition;
isMoving = (oldCachedPosition - cachedPosition).HorizontalLengthSquared != 0;
isMovingVertically = (oldCachedPosition - cachedPosition).VerticalLengthSquared != 0;
Repulse();
}
public void Repulse()
{
var repulsionForce = GetRepulsionForce();
if (repulsionForce.HorizontalLengthSquared == 0)
return;
var speed = Info.RepulsionSpeed != -1 ? Info.RepulsionSpeed : MovementSpeed;
SetPosition(self, CenterPosition + FlyStep(speed, repulsionForce.Yaw.Facing));
}
public virtual WVec GetRepulsionForce()
{
if (!Info.Repulsable)
return WVec.Zero;
if (reservation != null)
{
var distanceFromReservationActor = (ReservedActor.CenterPosition - self.CenterPosition).HorizontalLength;
if (distanceFromReservationActor < Info.WaitDistanceFromResupplyBase.Length)
return WVec.Zero;
}
// Repulsion only applies when we're flying!
var altitude = self.World.Map.DistanceAboveTerrain(CenterPosition).Length;
if (altitude != Info.CruiseAltitude.Length)
return WVec.Zero;
// PERF: Avoid LINQ.
var repulsionForce = WVec.Zero;
foreach (var actor in self.World.FindActorsInCircle(self.CenterPosition, Info.IdealSeparation))
{
if (actor.IsDead)
continue;
var ai = actor.Info.TraitInfoOrDefault<AircraftInfo>();
if (ai == null || !ai.Repulsable || ai.CruiseAltitude != Info.CruiseAltitude)
continue;
repulsionForce += GetRepulsionForce(actor);
}
// Actors outside the map bounds receive an extra nudge towards the center of the map
if (!self.World.Map.Contains(self.Location))
{
// The map bounds are in projected coordinates, which is technically wrong for this,
// but we avoid the issues in practice by guessing the middle of the map instead of the edge
var center = WPos.Lerp(self.World.Map.ProjectedTopLeft, self.World.Map.ProjectedBottomRight, 1, 2);
repulsionForce += new WVec(1024, 0, 0).Rotate(WRot.FromYaw((self.CenterPosition - center).Yaw));
}
if (Info.CanHover)
return repulsionForce;
// Non-hovering actors mush always keep moving forward, so they need extra calculations.
var currentDir = FlyStep(Facing);
var length = currentDir.HorizontalLength * repulsionForce.HorizontalLength;
if (length == 0)
return WVec.Zero;
var dot = WVec.Dot(currentDir, repulsionForce) / length;
// avoid stalling the plane
return dot >= 0 ? repulsionForce : WVec.Zero;
}
public WVec GetRepulsionForce(Actor other)
{
if (self == other || other.CenterPosition.Z < self.CenterPosition.Z)
return WVec.Zero;
var d = self.CenterPosition - other.CenterPosition;
var distSq = d.HorizontalLengthSquared;
if (distSq > Info.IdealSeparation.LengthSquared)
return WVec.Zero;
if (distSq < 1)
{
var yaw = self.World.SharedRandom.Next(0, 1023);
var rot = new WRot(WAngle.Zero, WAngle.Zero, new WAngle(yaw));
return new WVec(1024, 0, 0).Rotate(rot);
}
return (d * 1024 * 8) / (int)distSq;
}
public Actor GetActorBelow()
{
// Map.DistanceAboveTerrain(WPos pos) is called directly because Aircraft is an IPositionable trait
// and all calls occur in Tick methods.
if (self.World.Map.DistanceAboveTerrain(CenterPosition).Length != 0)
return null; // not on the ground.
return self.World.ActorMap.GetActorsAt(self.Location)
.FirstOrDefault(a => a.Info.HasTraitInfo<ReservableInfo>());
}
protected void ReserveSpawnBuilding()
{
// HACK: Not spawning in the air, so try to associate with our spawner.
var spawner = GetActorBelow();
if (spawner == null)
return;
MakeReservation(spawner);
}
public void MakeReservation(Actor target)
{
UnReserve();
var reservable = target.TraitOrDefault<Reservable>();
if (reservable != null)
{
reservation = reservable.Reserve(target, self, this);
ReservedActor = target;
}
}
public void AllowYieldingReservation()
{
if (reservation == null)
return;
MayYieldReservation = true;
}
public void UnReserve()
{
if (reservation == null)
return;
reservation.Dispose();
reservation = null;
ReservedActor = null;
MayYieldReservation = false;
if (self.World.Map.DistanceAboveTerrain(CenterPosition).Length <= Info.LandAltitude.Length)
self.QueueActivity(new TakeOff(self));
}
public bool AircraftCanEnter(Actor a)
{
if (self.AppearsHostileTo(a))
return false;
return Info.RearmBuildings.Contains(a.Info.Name)
|| Info.RepairBuildings.Contains(a.Info.Name);
}
public int MovementSpeed
{
get { return Util.ApplyPercentageModifiers(Info.Speed, speedModifiers); }
}
public IEnumerable<Pair<CPos, SubCell>> OccupiedCells() { return NoCells; }
public WVec FlyStep(int facing)
{
return FlyStep(MovementSpeed, facing);
}
public WVec FlyStep(int speed, int facing)
{
var dir = new WVec(0, -1024, 0).Rotate(WRot.FromFacing(facing));
return speed * dir / 1024;
}
public bool CanLand(CPos cell)
{
if (!self.World.Map.Contains(cell))
return false;
if (self.World.ActorMap.AnyActorsAt(cell))
return false;
var type = self.World.Map.GetTerrainInfo(cell).Type;
return Info.LandableTerrainTypes.Contains(type);
}
public virtual IEnumerable<Activity> GetResupplyActivities(Actor a)
{
var name = a.Info.Name;
if (Info.RearmBuildings.Contains(name))
yield return new Rearm(self);
// The ResupplyAircraft activity guarantees that we're on the helipad
if (Info.RepairBuildings.Contains(name))
yield return new Repair(self, a, WDist.Zero);
}
public void ModifyDeathActorInit(Actor self, TypeDictionary init)
{
init.Add(new FacingInit(Facing));
}
#region Implement IPositionable
public bool IsLeavingCell(CPos location, SubCell subCell = SubCell.Any) { return false; } // TODO: Handle landing
public bool CanEnterCell(CPos cell, Actor ignoreActor = null, bool checkTransientActors = true) { return true; }
public SubCell GetValidSubCell(SubCell preferred) { return SubCell.Invalid; }
public SubCell GetAvailableSubCell(CPos a, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, bool checkTransientActors = true)
{
// Does not use any subcell
return SubCell.Invalid;
}
public void SetVisualPosition(Actor self, WPos pos) { SetPosition(self, pos); }
// Changes position, but not altitude
public void SetPosition(Actor self, CPos cell, SubCell subCell = SubCell.Any)
{
SetPosition(self, self.World.Map.CenterOfCell(cell) + new WVec(0, 0, CenterPosition.Z));
}
public void SetPosition(Actor self, WPos pos)
{
CenterPosition = pos;
if (!self.IsInWorld)
return;
self.World.UpdateMaps(self, this);
var altitude = self.World.Map.DistanceAboveTerrain(CenterPosition);
var isAirborne = altitude.Length >= Info.MinAirborneAltitude;
if (isAirborne && !airborne)
OnAirborneAltitudeReached();
else if (!isAirborne && airborne)
OnAirborneAltitudeLeft();
var isCruising = altitude == Info.CruiseAltitude;
if (isCruising && !cruising)
OnCruisingAltitudeReached();
else if (!isCruising && cruising)
OnCruisingAltitudeLeft();
}
#endregion
#region Implement IMove
public Activity MoveTo(CPos cell, int nearEnough)
{
if (IsPlane)
return new FlyAndContinueWithCirclesWhenIdle(self, Target.FromCell(self.World, cell));
return new HeliFly(self, Target.FromCell(self.World, cell));
}
public Activity MoveTo(CPos cell, Actor ignoreActor)
{
if (IsPlane)
return new FlyAndContinueWithCirclesWhenIdle(self, Target.FromCell(self.World, cell));
return new HeliFly(self, Target.FromCell(self.World, cell));
}
public Activity MoveWithinRange(Target target, WDist range)
{
if (IsPlane)
return new FlyAndContinueWithCirclesWhenIdle(self, target, WDist.Zero, range);
return new HeliFly(self, target, WDist.Zero, range);
}
public Activity MoveWithinRange(Target target, WDist minRange, WDist maxRange)
{
if (IsPlane)
return new FlyAndContinueWithCirclesWhenIdle(self, target, minRange, maxRange);
return new HeliFly(self, target, minRange, maxRange);
}
public Activity MoveFollow(Actor self, Target target, WDist minRange, WDist maxRange)
{
if (IsPlane)
return new FlyFollow(self, target, minRange, maxRange);
return new Follow(self, target, minRange, maxRange);
}
public Activity MoveIntoWorld(Actor self, CPos cell, SubCell subCell = SubCell.Any)
{
if (IsPlane)
return new Fly(self, Target.FromCell(self.World, cell));
return new HeliFly(self, Target.FromCell(self.World, cell, subCell));
}
public Activity MoveToTarget(Actor self, Target target)
{
if (IsPlane)
return new Fly(self, target, WDist.FromCells(3), WDist.FromCells(5));
return ActivityUtils.SequenceActivities(new HeliFly(self, target), new Turn(self, Info.InitialFacing));
}
public Activity MoveIntoTarget(Actor self, Target target)
{
if (IsPlane)
return new Land(self, target);
return new HeliLand(self, false);
}
public Activity VisualMove(Actor self, WPos fromPos, WPos toPos)
{
// TODO: Ignore repulsion when moving
if (IsPlane)
return ActivityUtils.SequenceActivities(
new CallFunc(() => SetVisualPosition(self, fromPos)),
new Fly(self, Target.FromPos(toPos)));
return ActivityUtils.SequenceActivities(new CallFunc(() => SetVisualPosition(self, fromPos)),
new HeliFly(self, Target.FromPos(toPos)));
}
public CPos NearestMoveableCell(CPos cell) { return cell; }
public bool IsMoving { get { return isMoving; } set { } }
public bool IsMovingVertically { get { return isMovingVertically; } set { } }
public bool CanEnterTargetNow(Actor self, Target target)
{
if (target.Positions.Any(p => self.World.ActorMap.GetActorsAt(self.World.Map.CellContaining(p)).Any(a => a != self && a != target.Actor)))
return false;
MakeReservation(target.Actor);
return true;
}
#endregion
#region Implement order interfaces
public IEnumerable<IOrderTargeter> Orders
{
get
{
yield return new EnterAlliedActorTargeter<BuildingInfo>("Enter", 5,
target => AircraftCanEnter(target), target => !Reservable.IsReserved(target));
yield return new AircraftMoveOrderTargeter(Info);
}
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID == "Enter")
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
if (order.OrderID == "Move")
return new Order(order.OrderID, self, queued) { TargetLocation = self.World.Map.CellContaining(target.CenterPosition) };
return null;
}
Order IIssueDeployOrder.IssueDeployOrder(Actor self)
{
return new Order("ReturnToBase", self, false);
}
public string VoicePhraseForOrder(Actor self, Order order)
{
switch (order.OrderString)
{
case "Move":
case "Enter":
case "ReturnToBase":
case "Stop":
return Info.Voice;
default: return null;
}
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Move")
{
var cell = self.World.Map.Clamp(order.TargetLocation);
if (!Info.MoveIntoShroud && !self.Owner.Shroud.IsExplored(cell))
return;
if (!order.Queued)
UnReserve();
var target = Target.FromCell(self.World, cell);
self.SetTargetLine(target, Color.Green);
if (IsPlane)
self.QueueActivity(order.Queued, new FlyAndContinueWithCirclesWhenIdle(self, target));
else
self.QueueActivity(order.Queued, new HeliFlyAndLandWhenIdle(self, target, Info));
}
else if (order.OrderString == "Enter")
{
if (!order.Queued)
UnReserve();
if (Reservable.IsReserved(order.TargetActor))
{
if (IsPlane)
self.QueueActivity(new ReturnToBase(self, Info.AbortOnResupply));
else
self.QueueActivity(new HeliReturnToBase(self, Info.AbortOnResupply));
}
else
{
self.SetTargetLine(Target.FromActor(order.TargetActor), Color.Green);
if (IsPlane)
{
self.QueueActivity(order.Queued, ActivityUtils.SequenceActivities(
new ReturnToBase(self, Info.AbortOnResupply, order.TargetActor),
new ResupplyAircraft(self)));
}
else
{
MakeReservation(order.TargetActor);
Action enter = () =>
{
var exit = order.TargetActor.Info.TraitInfos<ExitInfo>().FirstOrDefault();
var offset = (exit != null) ? exit.SpawnOffset : WVec.Zero;
self.QueueActivity(new HeliFly(self, Target.FromPos(order.TargetActor.CenterPosition + offset)));
self.QueueActivity(new Turn(self, Info.InitialFacing));
self.QueueActivity(new HeliLand(self, false));
self.QueueActivity(new ResupplyAircraft(self));
self.QueueActivity(new TakeOff(self));
};
self.QueueActivity(order.Queued, new CallFunc(enter));
}
}
}
else if (order.OrderString == "Stop")
{
self.CancelActivity();
if (GetActorBelow() != null)
{
self.QueueActivity(new ResupplyAircraft(self));
return;
}
UnReserve();
// TODO: Implement INotifyBecomingIdle instead
if (!IsPlane && Info.LandWhenIdle)
{
if (Info.TurnToLand)
self.QueueActivity(new Turn(self, Info.InitialFacing));
self.QueueActivity(new HeliLand(self, true));
}
}
else if (order.OrderString == "ReturnToBase")
{
UnReserve();
self.CancelActivity();
if (IsPlane)
self.QueueActivity(new ReturnToBase(self, Info.AbortOnResupply, null, false));
else
self.QueueActivity(new HeliReturnToBase(self, Info.AbortOnResupply, null, false));
}
}
#endregion
public void RemovedFromWorld(Actor self)
{
UnReserve();
self.World.RemoveFromMaps(self, this);
OnCruisingAltitudeLeft();
OnAirborneAltitudeLeft();
}
#region Airborne conditions
void OnAirborneAltitudeReached()
{
if (airborne)
return;
airborne = true;
if (conditionManager != null && !string.IsNullOrEmpty(Info.AirborneCondition) && airborneToken == ConditionManager.InvalidConditionToken)
airborneToken = conditionManager.GrantCondition(self, Info.AirborneCondition);
}
void OnAirborneAltitudeLeft()
{
if (!airborne)
return;
airborne = false;
if (conditionManager != null && airborneToken != ConditionManager.InvalidConditionToken)
airborneToken = conditionManager.RevokeCondition(self, airborneToken);
}
#endregion
#region Cruising conditions
void OnCruisingAltitudeReached()
{
if (cruising)
return;
cruising = true;
if (conditionManager != null && !string.IsNullOrEmpty(Info.CruisingCondition) && cruisingToken == ConditionManager.InvalidConditionToken)
cruisingToken = conditionManager.GrantCondition(self, Info.CruisingCondition);
}
void OnCruisingAltitudeLeft()
{
if (!cruising)
return;
cruising = false;
if (conditionManager != null && cruisingToken != ConditionManager.InvalidConditionToken)
cruisingToken = conditionManager.RevokeCondition(self, cruisingToken);
}
#endregion
public void Disposing(Actor self)
{
UnReserve();
}
void IActorPreviewInitModifier.ModifyActorPreviewInit(Actor self, TypeDictionary inits)
{
if (!inits.Contains<DynamicFacingInit>() && !inits.Contains<FacingInit>())
inits.Add(new DynamicFacingInit(() => Facing));
}
}
}