Everything is now OpenRA, not OpenRa
This commit is contained in:
84
OpenRA.Game/Traits/TransformsOnDeploy.cs
Normal file
84
OpenRA.Game/Traits/TransformsOnDeploy.cs
Normal file
@@ -0,0 +1,84 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
|
||||
* This file is part of OpenRA.
|
||||
*
|
||||
* OpenRA is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* OpenRA is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using OpenRA.Traits.Activities;
|
||||
|
||||
namespace OpenRA.Traits
|
||||
{
|
||||
class TransformsOnDeployInfo : ITraitInfo
|
||||
{
|
||||
public readonly string TransformsInto = null;
|
||||
public readonly int[] Offset = null;
|
||||
public readonly int[] DeployDirections = new int[] {96};
|
||||
public readonly bool TransferHealthPercentage = true; // Set to false to transfer the absolute health
|
||||
public readonly string[] TransformSounds = null;
|
||||
public readonly string[] NoTransformSounds = null;
|
||||
|
||||
public object Create(Actor self) { return new TransformsOnDeploy(self); }
|
||||
}
|
||||
|
||||
class TransformsOnDeploy : IIssueOrder, IResolveOrder
|
||||
{
|
||||
public TransformsOnDeploy(Actor self) { }
|
||||
|
||||
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
|
||||
{
|
||||
if (mi.Button == MouseButton.Right && self == underCursor)
|
||||
return new Order("DeployTransform", self);
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public void ResolveOrder( Actor self, Order order )
|
||||
{
|
||||
if (order.OrderString == "DeployTransform")
|
||||
{
|
||||
var info = self.Info.Traits.Get<TransformsOnDeployInfo>();
|
||||
|
||||
var transInfo = Rules.Info[info.TransformsInto];
|
||||
|
||||
if (transInfo.Traits.Contains<BuildingInfo>())
|
||||
{
|
||||
var bi = transInfo.Traits.Get<BuildingInfo>();
|
||||
if (!self.World.CanPlaceBuilding(info.TransformsInto, bi, self.Location + new int2(info.Offset[0], info.Offset[1]), self))
|
||||
{
|
||||
foreach (var s in info.NoTransformSounds)
|
||||
Sound.PlayToPlayer(self.Owner, s);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
self.CancelActivity();
|
||||
|
||||
// Pick the closed deploy direction to turn to
|
||||
if (self.traits.Contains<Unit>())
|
||||
{
|
||||
// TODO: Pick the closest deploy direction
|
||||
var bestDir = info.DeployDirections[0];
|
||||
|
||||
self.QueueActivity(new Turn(bestDir));
|
||||
}
|
||||
|
||||
self.QueueActivity(new TransformIntoActor(info.TransformsInto, new int2(info.Offset[0], info.Offset[1]), info.TransferHealthPercentage, info.TransformSounds));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user