Add unit guarding
This commit is contained in:
98
OpenRA.Mods.RA/Guard.cs
Normal file
98
OpenRA.Mods.RA/Guard.cs
Normal file
@@ -0,0 +1,98 @@
|
||||
#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 { }
|
||||
}
|
||||
Reference in New Issue
Block a user