split PrimaryBuilding from Production

This commit is contained in:
Chris Forbes
2010-08-09 17:20:34 +12:00
parent cb5307bb17
commit 8f6fe8344b
7 changed files with 97 additions and 60 deletions

View File

@@ -20,13 +20,12 @@ namespace OpenRA.Traits
{
public readonly float[] SpawnOffsets; // in px relative to CenterLocation
public readonly int[] ExitCells; // in cells relative to TopLeft, supports a list for multiple exits
public readonly bool EnablePrimary = true;
public readonly string[] Produces = { };
public virtual object Create(ActorInitializer init) { return new Production(this); }
}
public class Production : IIssueOrder, IResolveOrder, ITags, IOrderCursor
public class Production
{
public readonly List<Pair<float2, int2>> Spawns = new List<Pair<float2, int2>>();
public Production(ProductionInfo info)
@@ -111,56 +110,6 @@ namespace OpenRA.Traits
return false;
}
// "primary building" crap - perhaps this should be split?
bool isPrimary = false;
public bool IsPrimary { get { return isPrimary; } }
public IEnumerable<TagType> GetTags()
{
yield return (isPrimary) ? TagType.Primary : TagType.None;
}
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
if (mi.Button == MouseButton.Right && underCursor == self && self.Info.Traits.Get<ProductionInfo>().EnablePrimary)
return new Order("PrimaryProducer", self);
return null;
}
public string CursorForOrder(Actor self, Order order)
{
return (order.OrderString == "PrimaryProducer") ? "deploy" : null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "PrimaryProducer")
SetPrimaryProducer(self, !isPrimary);
}
public void SetPrimaryProducer(Actor self, bool state)
{
if (state == false)
{
isPrimary = false;
return;
}
// Cancel existing primaries
foreach (var p in self.Info.Traits.Get<ProductionInfo>().Produces)
{
foreach (var b in self.World.Queries.OwnedBy[self.Owner]
.WithTrait<Production>()
.Where(x => x.Trait.IsPrimary
&& (x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains(p))))
{
b.Trait.SetPrimaryProducer(b.Actor, false);
}
}
isPrimary = true;
var eva = self.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
Sound.PlayToPlayer(self.Owner,eva.PrimaryBuildingSelected);
}
}
}