Files
OpenRA/OpenRA.Mods.Common/Activities/Air/TakeOff.cs

97 lines
2.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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.Collections.Generic;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class TakeOff : Activity
{
readonly Aircraft aircraft;
readonly IMove move;
Target fallbackTarget;
bool movedToTarget = false;
public TakeOff(Actor self, Target fallbackTarget)
{
aircraft = self.Trait<Aircraft>();
move = self.Trait<IMove>();
this.fallbackTarget = fallbackTarget;
}
public TakeOff(Actor self)
: this(self, Target.Invalid) { }
protected override void OnFirstRun(Actor self)
{
if (aircraft.ForceLanding)
return;
if (self.World.Map.DistanceAboveTerrain(aircraft.CenterPosition).Length >= aircraft.Info.MinAirborneAltitude)
return;
// We are taking off, so remove reservation and influence in ground cells.
aircraft.UnReserve();
aircraft.RemoveInfluence();
if (aircraft.Info.TakeoffSounds.Length > 0)
Game.Sound.Play(SoundType.World, aircraft.Info.TakeoffSounds, self.World, aircraft.CenterPosition);
}
public override bool Tick(Actor self)
{
// Refuse to take off if it would land immediately again.
if (aircraft.ForceLanding)
{
Cancel(self);
return true;
}
var dat = self.World.Map.DistanceAboveTerrain(aircraft.CenterPosition);
if (dat < aircraft.Info.CruiseAltitude)
{
// If we're a VTOL, rise before flying forward
if (aircraft.Info.VTOL)
{
Fly.VerticalTakeOffOrLandTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude);
return false;
}
Fly.FlyTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude);
return false;
}
// Only move to the fallback target if we don't have anything better to do
if (NextActivity == null && fallbackTarget.IsValidFor(self) && !movedToTarget)
{
QueueChild(new AttackMoveActivity(self, () => move.MoveToTarget(self, fallbackTarget, targetLineColor: Color.OrangeRed)));
movedToTarget = true;
return false;
}
return true;
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
if (ChildActivity != null)
foreach (var n in ChildActivity.TargetLineNodes(self))
yield return n;
else
yield return new TargetLineNode(fallbackTarget, Color.OrangeRed);
}
}
}