more order targeters

This commit is contained in:
Bob
2010-10-03 05:32:39 +13:00
committed by Paul Chote
parent 4bc9e01516
commit 87a0b52ce5
5 changed files with 58 additions and 43 deletions

View File

@@ -13,43 +13,55 @@ using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
using OpenRA.Traits.Activities;
using System.Drawing;
using System.Collections.Generic;
using OpenRA.Mods.RA.Orders;
namespace OpenRA.Mods.RA
{
class RepairableNearInfo : TraitInfo<RepairableNear>, ITraitPrerequisite<HealthInfo>
class RepairableNearInfo : ITraitInfo, ITraitPrerequisite<HealthInfo>
{
[ActorReference]
public readonly string[] Buildings = { "spen", "syrd" };
public object Create( ActorInitializer init ) { return new RepairableNear( init.self ); }
}
class RepairableNear : IIssueOrder, IResolveOrder, IOrderCursor
class RepairableNear : IIssueOrder2, IResolveOrder
{
public int OrderPriority(Actor self, int2 xy, MouseInput mi, Actor underCursor)
readonly Actor self;
public RepairableNear( Actor self ) { this.self = self; }
public IEnumerable<IOrderTargeter> Orders
{
return 5;
get
{
yield return new EnterBuildingOrderTargeter<Building>( "RepairNear", 5, false, true,
target => CanRepairAt( target ), _ => ShouldRepair() );
}
}
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
public Order IssueOrder( Actor self, IOrderTargeter order, Target target )
{
if (mi.Button != MouseButton.Right) return null;
if (underCursor == null) return null;
if (underCursor.Owner == self.Owner &&
self.Info.Traits.Get<RepairableNearInfo>().Buildings.Contains( underCursor.Info.Name ) &&
self.GetDamageState() > DamageState.Undamaged)
return new Order("Enter", self, underCursor);
if( order.OrderID == "RepairNear" )
return new Order( order.OrderID, self, target.Actor );
return null;
}
public string CursorForOrder(Actor self, Order order)
bool CanRepairAt( Actor target )
{
return (order.OrderString == "Enter") ? "enter" : null;
return self.Info.Traits.Get<RepairableNearInfo>().Buildings.Contains( target.Info.Name );
}
bool ShouldRepair()
{
return self.GetDamageState() > DamageState.Undamaged;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Enter")
if (order.OrderString == "RepairNear" && CanRepairAt(order.TargetActor) && ShouldRepair())
{
self.CancelActivity();
self.QueueActivity(new Move(order.TargetActor, 1));