Moved two more Orders from RA to Common
This commit is contained in:
44
OpenRA.Mods.Common/Orders/EnterAlliedActorTargeter.cs
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44
OpenRA.Mods.Common/Orders/EnterAlliedActorTargeter.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Orders
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{
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public class EnterAlliedActorTargeter<T> : UnitOrderTargeter
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{
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readonly Func<Actor, bool> canTarget;
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readonly Func<Actor, bool> useEnterCursor;
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public EnterAlliedActorTargeter(string order, int priority,
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Func<Actor, bool> canTarget, Func<Actor, bool> useEnterCursor)
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: base (order, priority, "enter", false, true)
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{
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this.canTarget = canTarget;
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this.useEnterCursor = useEnterCursor;
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}
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public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
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{
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if (!target.HasTrait<T>() || !canTarget(target))
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return false;
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cursor = useEnterCursor(target) ? "enter" : "enter-blocked";
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return true;
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}
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public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
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{
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// Allied actors are never frozen
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return false;
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}
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}
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}
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87
OpenRA.Mods.Common/Orders/UnitOrderTargeter.cs
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87
OpenRA.Mods.Common/Orders/UnitOrderTargeter.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Orders
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{
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public abstract class UnitOrderTargeter : IOrderTargeter
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{
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readonly string cursor;
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readonly bool targetEnemyUnits, targetAllyUnits;
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public UnitOrderTargeter(string order, int priority, string cursor, bool targetEnemyUnits, bool targetAllyUnits)
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{
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this.OrderID = order;
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this.OrderPriority = priority;
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this.cursor = cursor;
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this.targetEnemyUnits = targetEnemyUnits;
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this.targetAllyUnits = targetAllyUnits;
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}
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public string OrderID { get; private set; }
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public int OrderPriority { get; private set; }
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public bool? ForceAttack = null;
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public abstract bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor);
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public abstract bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor);
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public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, TargetModifiers modifiers, ref string cursor)
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{
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var type = target.Type;
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if (type != TargetType.Actor && type != TargetType.FrozenActor)
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return false;
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cursor = this.cursor;
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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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if (ForceAttack != null && modifiers.HasModifier(TargetModifiers.ForceAttack) != ForceAttack)
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return false;
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var owner = type == TargetType.FrozenActor ? target.FrozenActor.Owner : target.Actor.Owner;
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var playerRelationship = self.Owner.Stances[owner];
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if (!modifiers.HasModifier(TargetModifiers.ForceAttack) && playerRelationship == Stance.Ally && !targetAllyUnits)
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return false;
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if (!modifiers.HasModifier(TargetModifiers.ForceAttack) && playerRelationship == Stance.Enemy && !targetEnemyUnits)
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return false;
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return type == TargetType.FrozenActor ?
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CanTargetFrozenActor(self, target.FrozenActor, modifiers, ref cursor) :
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CanTargetActor(self, target.Actor, modifiers, ref cursor);
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}
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public virtual bool IsQueued { get; protected set; }
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}
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public class TargetTypeOrderTargeter : UnitOrderTargeter
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{
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readonly string[] targetTypes;
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public TargetTypeOrderTargeter(string[] targetTypes, string order, int priority, string cursor, bool targetEnemyUnits, bool targetAllyUnits)
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: base(order, priority, cursor, targetEnemyUnits, targetAllyUnits)
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{
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this.targetTypes = targetTypes;
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}
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public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
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{
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return target.TraitsImplementing<ITargetable>().Any(t => t.TargetTypes.Intersect(targetTypes).Any());
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}
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public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
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{
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return target.Info.Traits.WithInterface<ITargetableInfo>().Any(t => t.GetTargetTypes().Intersect(targetTypes).Any());
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}
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}
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}
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