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

@@ -26,7 +26,7 @@ namespace OpenRA.Mods.RA
get
{
yield return new EnterBuildingOrderTargeter<Building>( "CaptureBuilding", 5, true, false,
target => target.Info.Traits.Get<BuildingInfo>().Capturable );
_ => true, target => target.Info.Traits.Get<BuildingInfo>().Capturable );
}
}

View File

@@ -98,7 +98,7 @@ namespace OpenRA.Mods.RA
{
get
{
yield return new EnterBuildingOrderTargeter<IAcceptOre>( "Deliver", 5, false, true, _ => !IsEmpty );
yield return new EnterBuildingOrderTargeter<IAcceptOre>( "Deliver", 5, false, true, _ => true, _ => !IsEmpty );
yield return new HarvestOrderTargeter();
}
}

View File

@@ -8,18 +8,21 @@ namespace OpenRA.Mods.RA.Orders
{
class EnterBuildingOrderTargeter<T> : UnitTraitOrderTargeter<T>
{
readonly Func<Actor, bool> canTarget;
readonly Func<Actor, bool> useEnterCursor;
public EnterBuildingOrderTargeter( string order, int priority, bool targetEnemy, bool targetAlly, Func<Actor, bool> useEnterCursor )
public EnterBuildingOrderTargeter( string order, int priority, bool targetEnemy, bool targetAlly,
Func<Actor, bool> canTarget, Func<Actor, bool> useEnterCursor )
: base( order, priority, "enter", targetEnemy, targetAlly )
{
this.canTarget = canTarget;
this.useEnterCursor = useEnterCursor;
}
public override bool CanTargetUnit( Actor self, Actor target, bool forceAttack, bool forceMove, ref string cursor )
{
if( !base.CanTargetUnit( self, target, forceAttack, forceMove, ref cursor ) ) return false;
if( !canTarget( target ) ) return false;
cursor = useEnterCursor( target ) ? "enter" : "enter-blocked";
return true;
}

View File

@@ -14,6 +14,8 @@ using OpenRA.Effects;
using OpenRA.Traits;
using OpenRA.Traits.Activities;
using System.Drawing;
using System.Collections.Generic;
using OpenRA.Mods.RA.Orders;
namespace OpenRA.Mods.RA
{
@@ -23,53 +25,51 @@ namespace OpenRA.Mods.RA
public virtual object Create(ActorInitializer init) { return new Repairable(init.self); }
}
class Repairable : IIssueOrder, IResolveOrder, IOrderCursor, IOrderVoice
class Repairable : IIssueOrder2, IResolveOrder, IOrderVoice
{
Health Health;
readonly Actor self;
readonly Health Health;
public Repairable(Actor self)
{
this.self = self;
Health = self.Trait<Health>();
}
public int OrderPriority(Actor self, int2 xy, MouseInput mi, Actor underCursor)
public IEnumerable<IOrderTargeter> Orders
{
return 5;
get { yield return new EnterBuildingOrderTargeter<Building>( "Repair", 5, false, true, target => CanRepairAt( target ), _ => CanRepair() ); }
}
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 (self.Info.Traits.Get<RepairableInfo>().RepairBuildings.Contains(underCursor.Info.Name)
&& underCursor.Owner == self.Owner)
return new Order("Repair", self, underCursor);
if( order.OrderID == "Repair" )
return new Order( order.OrderID, self, target.Actor );
return null;
}
bool CanRepair(Actor self)
bool CanRepairAt( Actor target )
{
return self.Info.Traits.Get<RepairableInfo>().RepairBuildings.Contains( target.Info.Name );
}
bool CanRepair()
{
var li = self.TraitOrDefault<LimitedAmmo>();
return (Health.DamageState > DamageState.Undamaged || (li != null && !li.FullAmmo()) );
}
public string CursorForOrder(Actor self, Order order)
{
if (order.OrderString != "Repair") return null;
return CanRepair(self) ? "enter" : "enter-blocked";
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return (order.OrderString == "Repair" && CanRepair(self)) ? "Move" : null;
return (order.OrderString == "Repair" && CanRepair()) ? "Move" : null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Repair")
{
if (!CanRepair(self))
if( !CanRepairAt( order.TargetActor ) || !CanRepair() )
return;
var rp = order.TargetActor.TraitOrDefault<RallyPoint>();

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));