Use an inner class for Iron Curtain ordergenerator

This commit is contained in:
Paul Chote
2010-01-24 23:15:40 +13:00
parent 3c25bcef74
commit d3994bf198
2 changed files with 49 additions and 61 deletions

View File

@@ -1,60 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRa.GameRules;
using OpenRa.Traits;
namespace OpenRa.Orders
{
class IronCurtainOrderGenerator : IOrderGenerator
{
SupportPower power;
public IronCurtainOrderGenerator(SupportPower power)
{
this.power = power;
}
public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Right)
Game.controller.CancelInputMode();
return OrderInner(world, xy, mi);
}
IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Left)
{
var loc = mi.Location + Game.viewport.Location;
var underCursor = world.FindUnits(loc, loc)
.Where(a => a.Owner == world.LocalPlayer
&& a.traits.Contains<IronCurtainable>()
&& a.traits.Contains<Selectable>()).FirstOrDefault();
if (underCursor != null)
yield return new Order("IronCurtain", underCursor.Owner.PlayerActor, underCursor);
}
yield break;
}
public void Tick( World world )
{
var hasStructure = world.Actors
.Any(a => a.Owner == world.LocalPlayer && a.traits.Contains<IronCurtain>());
if (!hasStructure)
Game.controller.CancelInputMode();
}
public void Render( World world ) { }
public Cursor GetCursor(World world, int2 xy, MouseInput mi)
{
mi.Button = MouseButton.Left;
return OrderInner(world, xy, mi).Any()
? Cursor.Ability : Cursor.MoveBlocked;
}
}
}

View File

@@ -20,7 +20,7 @@ namespace OpenRa.Traits
protected override void OnFinishCharging() { Sound.Play("ironrdy1.aud"); }
protected override void OnActivate()
{
Game.controller.orderGenerator = new IronCurtainOrderGenerator(this);
Game.controller.orderGenerator = new SelectTarget();
Sound.Play("slcttgt1.aud");
}
@@ -41,6 +41,54 @@ namespace OpenRa.Traits
FinishActivate();
}
}
class SelectTarget : IOrderGenerator
{
public SelectTarget() { }
public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Right)
Game.controller.CancelInputMode();
return OrderInner(world, xy, mi);
}
IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Left)
{
var loc = mi.Location + Game.viewport.Location;
var underCursor = world.FindUnits(loc, loc)
.Where(a => a.Owner == world.LocalPlayer
&& a.traits.Contains<IronCurtainable>()
&& a.traits.Contains<Selectable>()).FirstOrDefault();
if (underCursor != null)
yield return new Order("IronCurtain", underCursor.Owner.PlayerActor, underCursor);
}
yield break;
}
public void Tick(World world)
{
var hasStructure = world.Actors
.Any(a => a.Owner == world.LocalPlayer && a.traits.Contains<IronCurtain>());
if (!hasStructure)
Game.controller.CancelInputMode();
}
public void Render(World world) { }
public Cursor GetCursor(World world, int2 xy, MouseInput mi)
{
mi.Button = MouseButton.Left;
return OrderInner(world, xy, mi).Any()
? Cursor.Ability : Cursor.MoveBlocked;
}
}
}
// tag trait for the building