Chronosphere implementation plus supporting tweaks to Order
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@@ -14,6 +14,9 @@ namespace OpenRa.Game
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public readonly string TargetString;
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public bool IsImmediate;
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// This is a hack - fix me
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public readonly ISupportPowerImpl SupportPowerImpl;
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public Actor Subject { get { return ActorFromUInt(SubjectId); } }
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public Actor TargetActor { get { return ActorFromUInt(TargetActorId); } }
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public Player Player { get { return Subject.Owner; } }
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@@ -21,29 +24,27 @@ namespace OpenRa.Game
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public Order(string orderString, Actor subject,
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Actor targetActor, int2 targetLocation, string targetString)
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: this( orderString, UIntFromActor( subject ),
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UIntFromActor( targetActor ), targetLocation, targetString ) {}
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UIntFromActor( targetActor ), targetLocation, targetString, null ) {}
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public Order(string orderString, Actor subject,
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Actor targetActor, int2 targetLocation, string targetString, ISupportPowerImpl power)
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: this(orderString, UIntFromActor(subject),
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UIntFromActor(targetActor), targetLocation, targetString, power) { }
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Order(string orderString, uint subjectId,
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uint targetActorId, int2 targetLocation, string targetString)
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: this(orderString, subjectId,
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targetActorId, targetLocation, targetString, null) { }
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Order(string orderString, uint subjectId,
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uint targetActorId, int2 targetLocation, string targetString, ISupportPowerImpl power)
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{
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this.OrderString = orderString;
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this.SubjectId = subjectId;
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this.TargetActorId = targetActorId;
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this.TargetLocation = targetLocation;
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this.TargetString = targetString;
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}
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// This is a hack - fix me
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public readonly ISupportPowerImpl Power;
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public Order(string orderString, Actor subject, ISupportPowerImpl power)
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{
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this.OrderString = orderString;
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this.SubjectId = UIntFromActor( subject );
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this.Power = power;
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this.TargetActorId = UIntFromActor(null);
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this.TargetLocation = int2.Zero;
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this.TargetString = null;
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this.SupportPowerImpl = power;
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}
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public bool Validate()
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