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OpenRA/OpenRA.Mods.Common/Activities/DeployForGrantedCondition.cs
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Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 21:46:54 +08:00

88 lines
2.2 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class DeployForGrantedCondition : Activity
{
readonly GrantConditionOnDeploy deploy;
readonly bool canTurn;
readonly bool moving;
public DeployForGrantedCondition(Actor self, GrantConditionOnDeploy deploy, bool moving = false)
{
this.deploy = deploy;
this.moving = moving;
canTurn = self.Info.HasTraitInfo<IFacingInfo>();
}
protected override void OnFirstRun(Actor self)
{
// Turn to the required facing.
if (deploy.DeployState == DeployState.Undeployed && deploy.Info.Facing.HasValue && canTurn && !moving)
QueueChild(new Turn(self, deploy.Info.Facing.Value));
}
public override bool Tick(Actor self)
{
if (IsCanceling || (deploy.DeployState != DeployState.Deployed && moving))
return true;
QueueChild(new DeployInner(deploy));
return true;
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
if (NextActivity != null)
foreach (var n in NextActivity.TargetLineNodes(self))
yield return n;
}
}
public class DeployInner : Activity
{
readonly GrantConditionOnDeploy deployment;
bool initiated;
public DeployInner(GrantConditionOnDeploy deployment)
{
this.deployment = deployment;
// Once deployment animation starts, the animation must finish.
IsInterruptible = false;
}
public override bool Tick(Actor self)
{
// Wait for deployment
if (deployment.DeployState == DeployState.Deploying || deployment.DeployState == DeployState.Undeploying)
return false;
if (initiated)
return true;
if (deployment.DeployState == DeployState.Undeployed)
deployment.Deploy();
else
deployment.Undeploy();
initiated = true;
return false;
}
}
}