Issue repair orders to Repairable units via RepairOrderGenerator

This commit is contained in:
penev92
2015-04-28 21:01:16 +03:00
parent a507b7d567
commit 070e5109f5
2 changed files with 38 additions and 12 deletions

View File

@@ -26,21 +26,35 @@ namespace OpenRA.Mods.Common.Orders
return OrderInner(world, mi);
}
IEnumerable<Order> OrderInner(World world, MouseInput mi)
{
if (mi.Button == MouseButton.Left)
static IEnumerable<Order> OrderInner(World world, MouseInput mi)
{
if (mi.Button != MouseButton.Left)
yield break;
var underCursor = world.ScreenMap.ActorsAt(mi)
.FirstOrDefault(a => !world.FogObscures(a) && a.AppearsFriendlyTo(world.LocalPlayer.PlayerActor)
&& a.TraitsImplementing<RepairableBuilding>().Any(t => !t.IsTraitDisabled));
.FirstOrDefault(a => a.AppearsFriendlyTo(world.LocalPlayer.PlayerActor) && !world.FogObscures(a));
if (underCursor == null)
yield break;
if (underCursor.Info.Traits.Contains<RepairableBuildingInfo>()
&& underCursor.GetDamageState() > DamageState.Undamaged)
if (underCursor.GetDamageState() == DamageState.Undamaged)
yield break;
// Repair a building.
if (underCursor.Info.Traits.Contains<RepairableBuildingInfo>())
yield return new Order("RepairBuilding", world.LocalPlayer.PlayerActor, false) { TargetActor = underCursor };
}
// Test for generic Repairable (used on units).
var repairable = underCursor.TraitOrDefault<Repairable>();
if (repairable == null)
yield break;
// Find a building to repair at.
var repairBuilding = repairable.FindRepairBuilding(underCursor);
if (repairBuilding == null)
yield break;
yield return new Order("Repair", underCursor, false) { TargetActor = repairBuilding };
}
public void Tick(World world)

View File

@@ -108,5 +108,17 @@ namespace OpenRA.Mods.Common.Traits
}));
}
}
public Actor FindRepairBuilding(Actor self)
{
var repairBuilding = self.World.ActorsWithTrait<RepairsUnits>()
.Where(a => !a.Actor.IsDead && a.Actor.IsInWorld
&& a.Actor.Owner == self.Owner &&
info.RepairBuildings.Contains(a.Actor.Info.Name))
.OrderBy(p => (self.Location - p.Actor.Location).LengthSquared);
// Worst case FirstOrDefault() will return a TraitPair<null, null>, which is OK.
return repairBuilding.FirstOrDefault().Actor;
}
}
}