put GuardOrderGenerator in the correct namespace

This commit is contained in:
Matthias Mailänder
2016-01-10 07:22:42 +01:00
parent bef6f40759
commit 5b263e3cdb
4 changed files with 64 additions and 45 deletions

View File

@@ -59,49 +59,4 @@ namespace OpenRA.Mods.Common.Traits
return order.OrderString == "Guard" ? info.Voice : null;
}
}
public class GuardOrderGenerator : GenericSelectTarget
{
public GuardOrderGenerator(IEnumerable<Actor> subjects, string order, string cursor, MouseButton button)
: base(subjects, order, cursor, button) { }
protected override IEnumerable<Order> OrderInner(World world, CPos xy, MouseInput mi)
{
var target = FriendlyGuardableUnits(world, mi).FirstOrDefault();
if (target == null || Subjects.All(s => s.IsDead))
yield break;
world.CancelInputMode();
foreach (var subject in Subjects)
if (subject != target)
yield return new Order(OrderName, subject, false) { TargetActor = target };
}
public override void Tick(World world)
{
if (Subjects.All(s => s.IsDead || !s.Info.HasTraitInfo<GuardInfo>()))
world.CancelInputMode();
}
public override string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
if (!Subjects.Any())
return null;
var multiple = Subjects.Count() > 1;
var canGuard = FriendlyGuardableUnits(world, mi)
.Any(a => multiple || a != Subjects.First());
return canGuard ? Cursor : "move-blocked";
}
static IEnumerable<Actor> FriendlyGuardableUnits(World world, MouseInput mi)
{
return world.ScreenMap.ActorsAt(mi)
.Where(a => !world.FogObscures(a) && !a.IsDead &&
a.AppearsFriendlyTo(world.LocalPlayer.PlayerActor) &&
a.Info.HasTraitInfo<GuardableInfo>());
}
}
}