convert ion cannon to use generic SelectTarget

This commit is contained in:
Chris Forbes
2010-04-10 12:28:24 +12:00
parent 82835f1c8a
commit 73399770c5
2 changed files with 24 additions and 32 deletions

View File

@@ -19,6 +19,7 @@
#endregion #endregion
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
namespace OpenRA.Orders namespace OpenRA.Orders
{ {
@@ -48,9 +49,28 @@ namespace OpenRA.Orders
yield return new Order(order, subject, xy); yield return new Order(order, subject, xy);
} }
public void Tick(World world) { } public virtual void Tick(World world) { }
public void Render(World world) { } public void Render(World world) { }
public string GetCursor(World world, int2 xy, MouseInput mi) { return cursor; } public string GetCursor(World world, int2 xy, MouseInput mi) { return cursor; }
} }
// variant that requires a tag trait (T) to be present on some actor owned
// by the activating player
public class GenericSelectTargetWithBuilding<T> : GenericSelectTarget
{
public GenericSelectTargetWithBuilding(Actor subject, string order, string cursor)
: base(subject, order, cursor) { }
public override void Tick(World world)
{
var hasStructure = world.Queries.OwnedBy[world.LocalPlayer]
.WithTrait<T>()
.Any();
if (!hasStructure)
Game.controller.CancelInputMode();
}
}
} }

View File

@@ -22,6 +22,7 @@ using System.Collections.Generic;
using System.Linq; using System.Linq;
using OpenRA.Mods.Cnc.Effects; using OpenRA.Mods.Cnc.Effects;
using OpenRA.Traits; using OpenRA.Traits;
using OpenRA.Orders;
namespace OpenRA.Mods.Cnc namespace OpenRA.Mods.Cnc
{ {
@@ -34,36 +35,6 @@ namespace OpenRA.Mods.Cnc
{ {
public IonCannonPower(Actor self, IonCannonPowerInfo info) : base(self, info) { } public IonCannonPower(Actor self, IonCannonPowerInfo info) : base(self, info) { }
class SelectTarget : IOrderGenerator
{
public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Right)
Game.controller.CancelInputMode();
return OrderInner(world, xy, mi);
}
IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Left)
yield return new Order("IonCannon", world.LocalPlayer.PlayerActor, xy);
}
public void Tick(World world)
{
var hasStructure = world.Queries.OwnedBy[world.LocalPlayer]
.WithTrait<IonControl>()
.Any();
if (!hasStructure)
Game.controller.CancelInputMode();
}
public void Render(World world) { }
public string GetCursor(World world, int2 xy, MouseInput mi) { return "ability"; }
}
public void ResolveOrder(Actor self, Order order) public void ResolveOrder(Actor self, Order order)
{ {
if (order.OrderString == "IonCannon") if (order.OrderString == "IonCannon")
@@ -84,7 +55,8 @@ namespace OpenRA.Mods.Cnc
protected override void OnActivate() protected override void OnActivate()
{ {
Game.controller.orderGenerator = new SelectTarget(); Game.controller.orderGenerator =
new GenericSelectTargetWithBuilding<IonControl>(Owner.PlayerActor, "IonCannon", "ability");
Sound.PlayToPlayer(Owner, Info.SelectTargetSound); Sound.PlayToPlayer(Owner, Info.SelectTargetSound);
} }
} }