some progress on Repair
This commit is contained in:
@@ -184,6 +184,8 @@ namespace OpenRa.Game
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case "PlaceBuilding": return Cursor.Default;
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case "PlaceBuilding": return Cursor.Default;
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case "Sell": return Cursor.Sell;
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case "Sell": return Cursor.Sell;
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case "NoSell": return Cursor.SellBlocked;
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case "NoSell": return Cursor.SellBlocked;
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case "Repair": return Cursor.Repair;
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case "NoRepair": return Cursor.RepairBlocked;
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default:
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default:
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return null;
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return null;
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}
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}
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@@ -28,5 +28,7 @@ namespace OpenRa.Game
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public static Cursor Heal { get { return new Cursor("heal"); } }
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public static Cursor Heal { get { return new Cursor("heal"); } }
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public static Cursor Sell { get { return new Cursor("sell"); } }
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public static Cursor Sell { get { return new Cursor("sell"); } }
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public static Cursor SellBlocked { get { return new Cursor("sell-blocked"); } }
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public static Cursor SellBlocked { get { return new Cursor("sell-blocked"); } }
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public static Cursor Repair { get { return new Cursor("repair"); } }
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public static Cursor RepairBlocked { get { return new Cursor("repair-blocked"); } }
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}
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}
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}
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}
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@@ -135,6 +135,8 @@ namespace OpenRa.Game
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Game.LocalPlayer = Game.players[(Game.LocalPlayer.Index + 1) % 4];
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Game.LocalPlayer = Game.players[(Game.LocalPlayer.Index + 1) % 4];
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if (e.KeyCode == Keys.F3)
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if (e.KeyCode == Keys.F3)
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Game.controller.orderGenerator = new SellOrderGenerator();
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Game.controller.orderGenerator = new SellOrderGenerator();
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if (e.KeyCode == Keys.F4)
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Game.controller.orderGenerator = new RepairOrderGenerator();
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if (!Game.chat.isChatting)
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if (!Game.chat.isChatting)
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if (e.KeyCode >= Keys.D0 && e.KeyCode <= Keys.D9)
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if (e.KeyCode >= Keys.D0 && e.KeyCode <= Keys.D9)
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@@ -99,6 +99,7 @@
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<Compile Include="Orders\NetworkOrderSource.cs" />
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<Compile Include="Orders\NetworkOrderSource.cs" />
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<Compile Include="Orders\OrderIO.cs" />
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<Compile Include="Orders\OrderIO.cs" />
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<Compile Include="Orders\OrderManager.cs" />
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<Compile Include="Orders\OrderManager.cs" />
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<Compile Include="Orders\RepairOrderGenerator.cs" />
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<Compile Include="Orders\SellOrderGenerator.cs" />
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<Compile Include="Orders\SellOrderGenerator.cs" />
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<Compile Include="Ore.cs" />
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<Compile Include="Ore.cs" />
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<Compile Include="PathSearch.cs" />
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<Compile Include="PathSearch.cs" />
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41
OpenRa.Game/Orders/RepairOrderGenerator.cs
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41
OpenRa.Game/Orders/RepairOrderGenerator.cs
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@@ -0,0 +1,41 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game.Orders
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{
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class RepairOrderGenerator : IOrderGenerator
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{
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public IEnumerable<Order> Order(int2 xy, MouseInput mi)
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{
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if (!mi.IsFake && mi.Button == MouseButton.Right)
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{
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Game.controller.CancelInputMode();
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yield break;
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}
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var loc = mi.Location + Game.viewport.Location;
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var underCursor = Game.FindUnits(loc, loc)
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.Where(a => a.Owner == Game.LocalPlayer
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&& a.traits.Contains<Building>()
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&& a.Info.Selectable).FirstOrDefault();
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var building = underCursor != null ? underCursor.Info as BuildingInfo : null;
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if (building == null || !building.Repairable)
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{
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yield return new Order("NoRepair", Game.LocalPlayer.PlayerActor, null, int2.Zero, null);
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yield break;
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}
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yield return new Order("Repair", underCursor, null, int2.Zero, null);
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}
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public void Tick() {}
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public void Render() {}
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}
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}
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60
OpenRa.Game/RepairBuilding.cs
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60
OpenRa.Game/RepairBuilding.cs
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@@ -0,0 +1,60 @@
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using System.Collections.Generic;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game
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{
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class RepairBuilding : IOrderGenerator
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{
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readonly Actor Producer;
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readonly BuildingInfo Building;
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public RepairBuilding(Actor producer, string name)
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{
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Producer = producer;
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Building = (BuildingInfo)Rules.UnitInfo[name];
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}
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public IEnumerable<Order> Order(int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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{
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var actorBuilding = Game.FindUnits(xy.ToFloat2(), xy.ToFloat2())
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.FirstOrDefault(a => a.traits.Contains<RenderBuilding>());
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yield return new Order("RepairBuilding", Producer.Owner.PlayerActor, null, xy, Building.Name);
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}
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else // rmb
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{
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Game.world.AddFrameEndTask(_ => { Game.controller.orderGenerator = null; });
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}
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}
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public void Tick()
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{
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//var producing = Producer.traits.Get<Traits.ProductionQueue>().CurrentItem(Rules.UnitCategory[Building.Name]);
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//if (producing == null || producing.Item != Building.Name || producing.RemainingTime != 0)
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//Game.world.AddFrameEndTask(_ => { Game.controller.orderGenerator = null; });
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//const int ticksPerPoint = 15;
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//const int hpPerPoint = 8;
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//int remainingTicks = ticksPerPoint;
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// if (--remainingTicks == 0)
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// {
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// self.Health += hpPerPoint;
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// if (self.Health >= self.Info.Strength)
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// {
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// self.Health = self.Info.Strength;
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// return NextActivity;
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// }
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}
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public void Render()
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{
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//Game.worldRenderer.uiOverlay.DrawBuildingGrid(Building);
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}
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}
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}
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