move CYard trait and UndeployMCV activity into mod

This commit is contained in:
Bob
2010-07-08 15:34:21 +12:00
parent 1eedae2c7b
commit 7a738ed6af
9 changed files with 53 additions and 34 deletions

View File

@@ -0,0 +1,57 @@
#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;
namespace OpenRA.Mods.RA.Activities
{
public class UndeployMcv : IActivity
{
public IActivity NextActivity { get; set; }
bool started;
void DoUndeploy(World w,Actor self)
{
w.Remove(self);
var mcv = w.CreateActor("mcv", self.Location + new int2(1, 1), self.Owner);
mcv.traits.Get<Unit>().Facing = 96;
}
public IActivity Tick(Actor self)
{
if (!started)
{
var rb = self.traits.Get<RenderBuilding>();
rb.PlayCustomAnimBackwards(self, "make",
() => self.World.AddFrameEndTask(w => DoUndeploy(w,self)));
foreach (var s in self.Info.Traits.Get<BuildingInfo>().SellSounds)
Sound.PlayToPlayer(self.Owner, s, self.CenterLocation);
started = true;
}
return this;
}
public void Cancel(Actor self) {}
}
}

View File

@@ -46,9 +46,8 @@ namespace OpenRA.Mods.RA
{
get
{
return !info.RequiresConstructionYard ||
Game.world.Queries.OwnedBy[Game.world.LocalPlayer]
.WithTrait<ConstructionYard>().Any();
// WTF: why are these buttons even traits?
return RepairOrderGenerator.PlayerIsAllowedToRepair( Game.world );
}
}

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@@ -0,0 +1,49 @@
#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.Mods.RA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class ConstructionYardInfo : TraitInfo<ConstructionYard> { }
public class ConstructionYard : IIssueOrder, IResolveOrder
{
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
if (mi.Button == MouseButton.Left) return null;
if (underCursor == self)
return new Order("Deploy", self);
return null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Deploy")
{
self.CancelActivity();
self.QueueActivity(new UndeployMcv());
}
}
}
}

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@@ -67,8 +67,10 @@
<Compile Include="Activities\Repair.cs" />
<Compile Include="Activities\ReturnToBase.cs" />
<Compile Include="Activities\Teleport.cs" />
<Compile Include="Activities\UndeployMcv.cs" />
<Compile Include="Activities\UnloadCargo.cs" />
<Compile Include="Activities\Wait.cs" />
<Compile Include="ConstructionYard.cs" />
<Compile Include="Player\ActorGroupProxy.cs" />
<Compile Include="Aircraft.cs" />
<Compile Include="SupportPowers\AirstrikePower.cs" />

View File

@@ -52,14 +52,20 @@ namespace OpenRA.Mods.RA.Orders
public void Tick( World world )
{
var hasFact = world.Queries.OwnedBy[world.LocalPlayer]
.WithTrait<ConstructionYard>()
.Any();
if (!hasFact)
if( PlayerIsAllowedToRepair( world ) )
Game.controller.CancelInputMode();
}
public static bool PlayerIsAllowedToRepair( World world )
{
if( !world.WorldActor.Info.Traits.Get<RepairButtonInfo>().RequiresConstructionYard )
return true;
return Game.world.Queries.OwnedBy[ Game.world.LocalPlayer ]
.WithTrait<Production>().Where( x => x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains( "Building" ) )
.Any();
}
public void Render( World world ) {}
public string GetCursor(World world, int2 xy, MouseInput mi)

View File

@@ -1,9 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Traits
namespace OpenRA.Mods.RA
{
class ActorGroupProxyInfo : TraitInfo<ActorGroupProxy> { }