Files
OpenRA/OpenRA.Mods.D2k/Traits/Buildings/ProductionFromMapEdge.cs
2016-02-21 16:27:31 +00:00

78 lines
2.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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 System.Drawing;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.D2k.Traits
{
[Desc("Produce a unit on the closest map edge cell and move into the world.")]
class ProductionFromMapEdgeInfo : ProductionInfo
{
public override object Create(ActorInitializer init) { return new ProductionFromMapEdge(init, this); }
}
class ProductionFromMapEdge : Production
{
public ProductionFromMapEdge(ActorInitializer init, ProductionInfo info)
: base(init, info) { }
public override bool Produce(Actor self, ActorInfo producee, string factionVariant)
{
var location = self.World.Map.ChooseClosestEdgeCell(self.Location);
var pos = self.World.Map.CenterOfCell(location);
// If aircraft, spawn at cruise altitude
var aircraftInfo = producee.TraitInfoOrDefault<AircraftInfo>();
if (aircraftInfo != null)
pos += new WVec(0, 0, aircraftInfo.CruiseAltitude.Length);
var initialFacing = self.World.Map.FacingBetween(location, self.Location, 0);
self.World.AddFrameEndTask(w =>
{
var td = new TypeDictionary
{
new OwnerInit(self.Owner),
new LocationInit(location),
new CenterPositionInit(pos),
new FacingInit(initialFacing)
};
if (factionVariant != null)
td.Add(new FactionInit(factionVariant));
var newUnit = self.World.CreateActor(producee.Name, td);
var move = newUnit.TraitOrDefault<IMove>();
if (move != null)
newUnit.QueueActivity(move.MoveIntoWorld(newUnit, self.Location));
newUnit.SetTargetLine(Target.FromCell(self.World, self.Location), Color.Green, false);
if (!self.IsDead)
foreach (var t in self.TraitsImplementing<INotifyProduction>())
t.UnitProduced(self, newUnit, self.Location);
var notifyOthers = self.World.ActorsWithTrait<INotifyOtherProduction>();
foreach (var notify in notifyOthers)
notify.Trait.UnitProducedByOther(notify.Actor, self, newUnit);
foreach (var t in newUnit.TraitsImplementing<INotifyBuildComplete>())
t.BuildingComplete(newUnit);
});
return true;
}
}
}