Files
OpenRA/OpenRA.Mods.RA/ParaDrop.cs
2015-01-04 05:24:28 +01:00

103 lines
2.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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;
using System.Collections.Generic;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Effects;
using OpenRA.Mods.RA.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("This unit can spawn and eject other actors while flying.")]
public class ParaDropInfo : ITraitInfo, Requires<CargoInfo>
{
[Desc("Distance around the drop-point to unload troops.")]
public readonly WRange DropRange = WRange.FromCells(4);
[Desc("Sound to play when dropping.")]
public readonly string ChuteSound = "chute1.aud";
public object Create(ActorInitializer init) { return new ParaDrop(init.self, this); }
}
public class ParaDrop : ITick, INotifyRemovedFromWorld
{
readonly ParaDropInfo info;
readonly Actor self;
readonly Cargo cargo;
readonly HashSet<CPos> droppedAt = new HashSet<CPos>();
public event Action<Actor> OnRemovedFromWorld = self => { };
public event Action<Actor> OnEnteredDropRange = self => { };
public event Action<Actor> OnExitedDropRange = self => { };
[Sync] bool inDropRange;
[Sync] Target target;
bool checkForSuitableCell;
public ParaDrop(Actor self, ParaDropInfo info)
{
this.info = info;
this.self = self;
cargo = self.Trait<Cargo>();
}
public void SetLZ(CPos lz, bool checkLandingCell)
{
droppedAt.Clear();
target = Target.FromCell(self.World, lz);
checkForSuitableCell = checkLandingCell;
}
public void Tick(Actor self)
{
var wasInDropRange = inDropRange;
inDropRange = target.IsInRange(self.CenterPosition, info.DropRange);
if (inDropRange && !wasInDropRange)
OnEnteredDropRange(self);
if (!inDropRange && wasInDropRange)
OnExitedDropRange(self);
// Are we able to drop the next trooper?
if (!inDropRange || cargo.IsEmpty(self))
return;
if (droppedAt.Contains(self.Location) || (checkForSuitableCell && !IsSuitableCell(cargo.Peek(self), self.Location)))
return;
if (!self.World.Map.Contains(self.Location))
return;
// unload a dude here
droppedAt.Add(self.Location);
var a = cargo.Unload(self);
self.World.AddFrameEndTask(w => w.Add(new Parachute(a, self.CenterPosition)));
Sound.Play(info.ChuteSound, self.CenterPosition);
}
static bool IsSuitableCell(Actor actorToDrop, CPos p)
{
return actorToDrop.Trait<IPositionable>().CanEnterCell(p);
}
public void RemovedFromWorld(Actor self)
{
OnRemovedFromWorld(self);
}
}
}