Files
OpenRA/OpenRA.Mods.Common/Activities/Parachute.cs
2015-07-14 20:39:06 +01:00

95 lines
2.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class Parachute : Activity
{
readonly UpgradeManager um;
readonly IPositionable pos;
readonly ParachutableInfo para;
readonly WVec fallVector;
WPos dropPosition;
WPos currentPosition;
bool triggered = false;
public Parachute(Actor self, WPos dropPosition)
{
um = self.TraitOrDefault<UpgradeManager>();
pos = self.TraitOrDefault<IPositionable>();
// Parachutable trait is a prerequisite for running this activity
para = self.Info.Traits.Get<ParachutableInfo>();
fallVector = new WVec(0, 0, para.FallRate);
this.dropPosition = dropPosition;
}
Activity FirstTick(Actor self)
{
triggered = true;
if (um != null)
foreach (var u in para.ParachuteUpgrade)
um.GrantUpgrade(self, u, this);
// Place the actor and retrieve its visual position (CenterPosition)
pos.SetPosition(self, dropPosition);
currentPosition = self.CenterPosition;
return this;
}
Activity LastTick(Actor self)
{
pos.SetPosition(self, currentPosition - new WVec(0, 0, currentPosition.Z));
if (um != null)
foreach (var u in para.ParachuteUpgrade)
um.RevokeUpgrade(self, u, this);
foreach (var npl in self.TraitsImplementing<INotifyParachuteLanded>())
npl.OnLanded();
return NextActivity;
}
public override Activity Tick(Actor self)
{
// If this is the first tick
if (!triggered)
return FirstTick(self);
currentPosition -= fallVector;
// If the unit has landed, this will be the last tick
if (currentPosition.Z <= 0)
return LastTick(self);
pos.SetVisualPosition(self, currentPosition);
return this;
}
// Only the last queued activity (given order) is kept
public override void Queue(Activity activity)
{
NextActivity = activity;
}
// Cannot be cancelled
public override void Cancel(Actor self) { }
}
}