fix weird crap in ConstructionYard (badly named: just undeploys)

This commit is contained in:
Chris Forbes
2010-05-23 16:18:49 +12:00
parent 027d7e2c2b
commit 224489502e

View File

@@ -18,79 +18,32 @@
*/ */
#endregion #endregion
using OpenRA.GameRules;
using OpenRA.Traits.Activities; using OpenRA.Traits.Activities;
namespace OpenRA.Traits namespace OpenRA.Traits
{ {
class ConstructionYardInfo : ITraitInfo class ConstructionYardInfo : TraitInfo<ConstructionYard> { }
public class ConstructionYard : IIssueOrder, IResolveOrder
{ {
public readonly bool AllowUndeploy = true;
public object Create(Actor self) { return new ConstructionYard(self); }
}
public class ConstructionYard : IIssueOrder, IResolveOrder, IMovement
{
readonly Actor self;
public ConstructionYard(Actor self)
{
this.self = self;
}
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor) public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{ {
if (!self.Info.Traits.Get<ConstructionYardInfo>().AllowUndeploy) return null;
if (mi.Button == MouseButton.Left) return null; if (mi.Button == MouseButton.Left) return null;
if (underCursor != null) if (underCursor == self)
{ return new Order("Deploy", self);
// force-move
if (!mi.Modifiers.HasModifier(Modifiers.Alt)) return null; return null;
if (!self.World.IsActorCrushableByActor(underCursor, self)) return null;
}
if (self.traits.GetOrDefault<IMovement>().CanEnterCell(xy))
return new Order("Move", self, xy);
else
return null;
} }
public void ResolveOrder(Actor self, Order order) public void ResolveOrder(Actor self, Order order)
{ {
if (order.OrderString == "Move") if (order.OrderString == "Deploy")
{ {
self.CancelActivity(); self.CancelActivity();
self.QueueActivity(new UndeployMcv()); self.QueueActivity(new UndeployMcv());
} }
} }
// HACK: This should make reference to an MCV actor, and use of its Mobile trait
public UnitMovementType GetMovementType() { return UnitMovementType.Wheel; }
public bool CanEnterCell(int2 a)
{
if (!self.World.WorldActor.traits.Get<BuildingInfluence>().CanMoveHere(a)) return false;
var crushable = true;
foreach (Actor actor in self.World.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(a))
{
if (actor == self) continue;
if (!self.World.IsActorCrushableByActor(actor, self))
{
crushable = false;
break;
}
}
if (!crushable) return false;
return self.World.Map.IsInMap(a.X, a.Y) &&
Rules.TerrainTypes[self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[a.X, a.Y])]
.GetCost(GetMovementType()) < float.PositiveInfinity;
}
} }
/* tag trait for "bases": mcv/fact */ /* tag trait for "bases": mcv/fact */