Merge pull request #10472 from Mailaender/guard-refactor

Cleaned up the Guard code
This commit is contained in:
Oliver Brakmann
2016-01-16 23:09:19 +01:00
4 changed files with 73 additions and 48 deletions

View File

@@ -20,22 +20,28 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("The player can give this unit the order to follow and protect friendly units with the Guardable trait.")]
public class GuardInfo : ITraitInfo
public class GuardInfo : ITraitInfo, Requires<IMoveInfo>
{
[VoiceReference] public readonly string Voice = "Action";
public object Create(ActorInitializer init) { return new Guard(this); }
}
public class Guard : IResolveOrder, IOrderVoice
public class Guard : IResolveOrder, IOrderVoice, INotifyCreated
{
readonly GuardInfo info;
IMove move;
public Guard(GuardInfo info)
{
this.info = info;
}
public void Created(Actor self)
{
move = self.Trait<IMove>();
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Guard")
@@ -51,7 +57,7 @@ namespace OpenRA.Mods.Common.Traits
self.SetTargetLine(target, Color.Yellow);
var range = target.Actor.Info.TraitInfo<GuardableInfo>().Range;
self.QueueActivity(false, new AttackMoveActivity(self, self.Trait<IMove>().MoveFollow(self, target, WDist.Zero, range)));
self.QueueActivity(false, new AttackMoveActivity(self, move.MoveFollow(self, target, WDist.Zero, range)));
}
public string VoicePhraseForOrder(Actor self, Order order)
@@ -59,49 +65,4 @@ namespace OpenRA.Mods.Common.Traits
return order.OrderString == "Guard" ? info.Voice : null;
}
}
public class GuardOrderGenerator : GenericSelectTarget
{
public GuardOrderGenerator(IEnumerable<Actor> subjects, string order, string cursor, MouseButton button)
: base(subjects, order, cursor, button) { }
protected override IEnumerable<Order> OrderInner(World world, CPos xy, MouseInput mi)
{
var target = FriendlyGuardableUnits(world, mi).FirstOrDefault();
if (target == null || Subjects.All(s => s.IsDead))
yield break;
world.CancelInputMode();
foreach (var subject in Subjects)
if (subject != target)
yield return new Order(OrderName, subject, false) { TargetActor = target };
}
public override void Tick(World world)
{
if (Subjects.All(s => s.IsDead || !s.Info.HasTraitInfo<GuardInfo>()))
world.CancelInputMode();
}
public override string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
if (!Subjects.Any())
return null;
var multiple = Subjects.Count() > 1;
var canGuard = FriendlyGuardableUnits(world, mi)
.Any(a => multiple || a != Subjects.First());
return canGuard ? Cursor : "move-blocked";
}
static IEnumerable<Actor> FriendlyGuardableUnits(World world, MouseInput mi)
{
return world.ScreenMap.ActorsAt(mi)
.Where(a => !world.FogObscures(a) && !a.IsDead &&
a.AppearsFriendlyTo(world.LocalPlayer.PlayerActor) &&
a.Info.HasTraitInfo<GuardableInfo>());
}
}
}