generic 'select target' order generator

This commit is contained in:
Chris Forbes
2010-04-10 12:24:00 +12:00
parent ea892ed832
commit 82835f1c8a
3 changed files with 79 additions and 25 deletions

View File

@@ -79,6 +79,7 @@
<Compile Include="Chrome.cs" /> <Compile Include="Chrome.cs" />
<Compile Include="Effects\GravityBomb.cs" /> <Compile Include="Effects\GravityBomb.cs" />
<Compile Include="GameRules\WeaponInfo.cs" /> <Compile Include="GameRules\WeaponInfo.cs" />
<Compile Include="Orders\GenericSelectTarget.cs" />
<Compile Include="Traits\AI\EmitInfantryOnSell.cs" /> <Compile Include="Traits\AI\EmitInfantryOnSell.cs" />
<Compile Include="Traits\AI\ReturnOnIdle.cs" /> <Compile Include="Traits\AI\ReturnOnIdle.cs" />
<Compile Include="Traits\Render\HiddenUnderFog.cs" /> <Compile Include="Traits\Render\HiddenUnderFog.cs" />

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@@ -0,0 +1,56 @@
#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 System.Collections.Generic;
namespace OpenRA.Orders
{
public class GenericSelectTarget : IOrderGenerator
{
readonly Actor subject;
readonly string order;
readonly string cursor;
public GenericSelectTarget(Actor subject, string order, string cursor)
{
this.subject = subject;
this.order = order;
this.cursor = cursor;
}
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(order, subject, xy);
}
public void Tick(World world) { }
public void Render(World world) { }
public string GetCursor(World world, int2 xy, MouseInput mi) { return cursor; }
}
}

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@@ -1,9 +1,27 @@
using System; #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 System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRA.Traits; using OpenRA.Traits;
using OpenRA.Traits.Activities; using OpenRA.Traits.Activities;
using OpenRA.Orders;
namespace OpenRA.Mods.Cnc namespace OpenRA.Mods.Cnc
{ {
@@ -18,33 +36,12 @@ namespace OpenRA.Mods.Cnc
protected override void OnActivate() protected override void OnActivate()
{ {
Game.controller.orderGenerator = new SelectTarget(); Game.controller.orderGenerator = new GenericSelectTarget(Owner.PlayerActor, "Airstrike", "ability");
Sound.Play(Info.SelectTargetSound); Sound.Play(Info.SelectTargetSound);
} }
protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, Info.EndChargeSound); } protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, Info.EndChargeSound); }
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("Airstrike", world.LocalPlayer.PlayerActor, xy);
}
public void Tick(World world) { }
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 == "Airstrike") if (order.OrderString == "Airstrike")