Replace UnitTraitOrderTargeter with TargetTypeOrderTargeter.

This also makes naval buildings untargetable for c4 and demo trucks, as they don't make much sense.
This commit is contained in:
Paul Chote
2013-04-15 22:31:09 +12:00
parent e545865599
commit 4ca777597f
16 changed files with 81 additions and 56 deletions

View File

@@ -48,7 +48,7 @@ namespace OpenRA.Mods.RA
public Order IssueOrder( Actor self, IOrderTargeter order, Target target, bool queued )
{
if( order.OrderID == "CaptureActor" )
if (order.OrderID == "CaptureActor")
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
return null;
@@ -64,7 +64,8 @@ namespace OpenRA.Mods.RA
{
if (order.OrderString == "CaptureActor")
{
if (!CanCapture(order.TargetActor)) return;
if (!CanCapture(order.TargetActor))
return;
self.SetTargetLine(Target.FromOrder(order), Color.Red);
@@ -76,17 +77,17 @@ namespace OpenRA.Mods.RA
bool CanCapture(Actor target)
{
var c = target.TraitOrDefault<Capturable>();
return c != null && ( !c.CaptureInProgress || c.Captor.Owner.Stances[self.Owner] != Stance.Ally );
return c != null && (!c.CaptureInProgress || c.Captor.Owner.Stances[self.Owner] != Stance.Ally);
}
}
class CaptureOrderTargeter : UnitTraitOrderTargeter<Capturable>
class CaptureOrderTargeter : UnitOrderTargeter
{
readonly string[] captureTypes;
readonly Func<Actor, bool> useEnterCursor;
public CaptureOrderTargeter(string[] captureTypes, Func<Actor, bool> useEnterCursor)
: base( "CaptureActor", 6, "enter", true, true)
: base("CaptureActor", 6, "enter", true, true)
{
this.captureTypes = captureTypes;
this.useEnterCursor = useEnterCursor;
@@ -94,19 +95,26 @@ namespace OpenRA.Mods.RA
public override bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceQueued, ref string cursor)
{
if( !base.CanTargetActor( self, target, forceAttack, forceQueued, ref cursor ) ) return false;
if (!base.CanTargetActor(self, target, forceAttack, forceQueued, ref cursor))
return false;
var ci = target.Info.Traits.Get<CapturableInfo>();
var playerRelationship = self.Owner.Stances[ target.Owner ];
var ci = target.Info.Traits.GetOrDefault<CapturableInfo>();
if (ci == null)
return false;
if( playerRelationship == Stance.Ally && !ci.AllowAllies ) return false;
if( playerRelationship == Stance.Enemy && !ci.AllowEnemies ) return false;
if( playerRelationship == Stance.Neutral && !ci.AllowNeutral ) return false;
var playerRelationship = self.Owner.Stances[target.Owner];
if (playerRelationship == Stance.Ally && !ci.AllowAllies)
return false;
if (playerRelationship == Stance.Enemy && !ci.AllowEnemies)
return false;
if (playerRelationship == Stance.Neutral && !ci.AllowNeutral)
return false;
IsQueued = forceQueued;
var Info = self.Info.Traits.Get<CapturesInfo>();
if (captureTypes.Contains(ci.Type))
{
cursor = (Info.WastedAfterwards) ? (useEnterCursor(target) ? "enter" : "enter-blocked") : "attack";