Add unit guarding

This commit is contained in:
Scott_NZ
2013-05-16 21:23:58 +12:00
parent 942946f1b1
commit 6e5d58379f
9 changed files with 154 additions and 8 deletions

98
OpenRA.Mods.RA/Guard.cs Normal file
View File

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#region Copyright & License Information
/*
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Move;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class GuardInfo : TraitInfo<Guard>, Requires<MobileInfo> { }
class Guard : IResolveOrder, IOrderVoice
{
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Guard")
{
var target = Target.FromActor(order.TargetActor);
self.SetTargetLine(target, Color.Yellow);
self.QueueActivity(false, new AttackMove.AttackMoveActivity(self,
new Follow(target, target.Actor.Info.Traits.Get<GuardableInfo>().Range)));
}
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "Guard" ? "Move" : null;
}
}
class GuardOrderGenerator : IOrderGenerator
{
readonly IEnumerable<Actor> subjects;
public GuardOrderGenerator(IEnumerable<Actor> subjects)
{
this.subjects = subjects;
}
public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
{
if (mi.Button == Game.mouseButtonPreference.Cancel)
{
world.CancelInputMode();
yield break;
}
var target = FriendlyGuardableUnitsAtMouse(world, mi).FirstOrDefault();
if (target == null || subjects.All(s => s.IsDead()))
yield break;
foreach (var actor in subjects)
yield return new Order("Guard", actor, false) { TargetActor = target };
}
public void Tick(World world)
{
if (subjects.All(s => s.IsDead() || !s.HasTrait<Guard>()))
world.CancelInputMode();
}
public void RenderBeforeWorld(WorldRenderer wr, World world) { }
public void RenderAfterWorld(WorldRenderer wr, World world) { }
public string GetCursor(World world, CPos xy, MouseInput mi)
{
return world.Map.IsInMap(xy)
&& FriendlyGuardableUnitsAtMouse(world, mi).Any()
? "guard"
: "move-blocked";
}
static IEnumerable<Actor> FriendlyGuardableUnitsAtMouse(World world, MouseInput mi)
{
return world.FindUnitsAtMouse(mi.Location)
.Where(a => !a.IsDead() && a.AppearsFriendlyTo(world.LocalPlayer.PlayerActor) && a.HasTrait<Guardable>());
}
}
class GuardableInfo : TraitInfo<Guardable>
{
public readonly int Range = 2;
}
class Guardable { }
}