split out Sellable into its own trait; yaml requires update
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committed by
Chris Forbes
parent
ff44e34d89
commit
4eaa7d5cf2
@@ -25,8 +25,6 @@ namespace OpenRA.Mods.RA.Buildings
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public readonly bool Capturable = false;
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public readonly string Footprint = "x";
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public readonly int2 Dimensions = new int2(1, 1);
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public readonly bool Unsellable = false;
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public readonly int RefundPercent = 50;
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public readonly string[] BuildSounds = {"placbldg.aud", "build5.aud"};
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public readonly string[] SellSounds = {"cashturn.aud"};
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@@ -24,17 +24,18 @@ namespace OpenRA.Mods.RA.Buildings
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void DoSell(Actor self)
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{
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var h = self.TraitOrDefault<Health>();
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var bi = self.Info.Traits.Get<BuildingInfo>();
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var si = self.Info.Traits.Get<SellableInfo>();
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var pr = self.Owner.PlayerActor.Trait<PlayerResources>();
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var csv = self.Info.Traits.GetOrDefault<CustomSellValueInfo>();
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var cost = csv != null ? csv.Value : self.Info.Traits.Get<ValuedInfo>().Cost;
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var refund = (cost * bi.RefundPercent * (h == null ? 1 : h.HP)) / (100 * (h == null ? 1 : h.MaxHP));
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var refund = (cost * si.RefundPercent * (h == null ? 1 : h.HP)) / (100 * (h == null ? 1 : h.MaxHP));
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pr.GiveCash(refund);
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foreach (var ns in self.TraitsImplementing<INotifySold>())
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ns.Sold(self);
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self.Destroy();
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}
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45
OpenRA.Mods.RA/Buildings/Sellable.cs
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45
OpenRA.Mods.RA/Buildings/Sellable.cs
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@@ -0,0 +1,45 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.Orders;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Buildings
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{
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class SellableInfo : TraitInfo<Sellable>
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{
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public readonly int RefundPercent = 50;
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}
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class Sellable : IIssueOrder, IResolveOrder
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{
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public IEnumerable<IOrderTargeter> Orders
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{
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get { yield return new PaletteOnlyOrderTargeter("Sell"); }
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}
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public Order IssueOrder( Actor self, IOrderTargeter order, Target target, bool queued )
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{
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/* todo: make this work */
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throw new NotImplementedException();
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Sell")
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{
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self.CancelActivity();
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self.QueueActivity(new Sell());
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}
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}
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}
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}
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@@ -330,6 +330,7 @@
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<Compile Include="Widgets\SidebarButtonWidget.cs" />
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<Compile Include="Widgets\RadarWidget.cs" />
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<Compile Include="ActorExts.cs" />
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<Compile Include="Buildings\Sellable.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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@@ -32,12 +32,9 @@ namespace OpenRA.Mods.RA.Orders
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{
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var underCursor = world.FindUnitsAtMouse(mi.Location)
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.Where(a => a.Owner == world.LocalPlayer
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&& a.HasTrait<Building>()
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&& a.HasTrait<Selectable>()).FirstOrDefault();
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&& a.HasTrait<Sellable>()).FirstOrDefault();
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var building = underCursor != null ? underCursor.Info.Traits.Get<BuildingInfo>() : null;
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if (building != null && !building.Unsellable)
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if (underCursor != null)
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yield return new Order("Sell", underCursor, false);
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}
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}
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