generic 'select target' order generator
This commit is contained in:
@@ -79,6 +79,7 @@
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<Compile Include="Chrome.cs" />
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<Compile Include="Chrome.cs" />
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<Compile Include="Effects\GravityBomb.cs" />
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<Compile Include="Effects\GravityBomb.cs" />
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<Compile Include="GameRules\WeaponInfo.cs" />
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<Compile Include="GameRules\WeaponInfo.cs" />
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<Compile Include="Orders\GenericSelectTarget.cs" />
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<Compile Include="Traits\AI\EmitInfantryOnSell.cs" />
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<Compile Include="Traits\AI\EmitInfantryOnSell.cs" />
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<Compile Include="Traits\AI\ReturnOnIdle.cs" />
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<Compile Include="Traits\AI\ReturnOnIdle.cs" />
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<Compile Include="Traits\Render\HiddenUnderFog.cs" />
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<Compile Include="Traits\Render\HiddenUnderFog.cs" />
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56
OpenRA.Game/Orders/GenericSelectTarget.cs
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56
OpenRA.Game/Orders/GenericSelectTarget.cs
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@@ -0,0 +1,56 @@
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Collections.Generic;
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namespace OpenRA.Orders
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{
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public class GenericSelectTarget : IOrderGenerator
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{
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readonly Actor subject;
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readonly string order;
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readonly string cursor;
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public GenericSelectTarget(Actor subject, string order, string cursor)
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{
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this.subject = subject;
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this.order = order;
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this.cursor = cursor;
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}
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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Game.controller.CancelInputMode();
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return OrderInner(world, xy, mi);
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}
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IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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yield return new Order(order, subject, xy);
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}
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public void Tick(World world) { }
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public void Render(World world) { }
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public string GetCursor(World world, int2 xy, MouseInput mi) { return cursor; }
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}
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}
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@@ -1,9 +1,27 @@
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using System;
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Collections.Generic;
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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.Traits;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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using OpenRA.Traits.Activities;
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using OpenRA.Orders;
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namespace OpenRA.Mods.Cnc
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namespace OpenRA.Mods.Cnc
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{
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{
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@@ -18,33 +36,12 @@ namespace OpenRA.Mods.Cnc
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protected override void OnActivate()
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protected override void OnActivate()
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{
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{
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Game.controller.orderGenerator = new SelectTarget();
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Game.controller.orderGenerator = new GenericSelectTarget(Owner.PlayerActor, "Airstrike", "ability");
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Sound.Play(Info.SelectTargetSound);
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Sound.Play(Info.SelectTargetSound);
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}
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}
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protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, Info.EndChargeSound); }
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protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, Info.EndChargeSound); }
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class SelectTarget : IOrderGenerator
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{
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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Game.controller.CancelInputMode();
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return OrderInner(world, xy, mi);
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}
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IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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yield return new Order("Airstrike", world.LocalPlayer.PlayerActor, xy);
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}
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public void Tick(World world) { }
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public void Render(World world) { }
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public string GetCursor(World world, int2 xy, MouseInput mi) { return "ability"; }
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}
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public void ResolveOrder(Actor self, Order order)
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public void ResolveOrder(Actor self, Order order)
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{
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{
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if (order.OrderString == "Airstrike")
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if (order.OrderString == "Airstrike")
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