#region Copyright & License Information /* * Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford. * This file is part of OpenRA. * * OpenRA is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * OpenRA is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenRA. If not, see . */ #endregion using System.Collections.Generic; using System.Linq; namespace OpenRA.Orders { public class GenericSelectTarget : IOrderGenerator { readonly Actor subject; readonly string order; readonly string cursor; public GenericSelectTarget(Actor subject, string order, string cursor) { this.subject = subject; this.order = order; this.cursor = cursor; } public IEnumerable Order(World world, int2 xy, MouseInput mi) { if (mi.Button == MouseButton.Right) Game.controller.CancelInputMode(); return OrderInner(world, xy, mi); } IEnumerable OrderInner(World world, int2 xy, MouseInput mi) { if (mi.Button == MouseButton.Left && world.Map.IsInMap(xy)) yield return new Order(order, subject, xy); } public virtual void Tick(World world) { } public void Render(World world) { } public string GetCursor(World world, int2 xy, MouseInput mi) { return world.Map.IsInMap(xy) ? cursor : "generic-blocked"; } } // variant that requires a tag trait (T) to be present on some actor owned // by the activating player public class GenericSelectTargetWithBuilding : GenericSelectTarget { public GenericSelectTargetWithBuilding(Actor subject, string order, string cursor) : base(subject, order, cursor) { } public override void Tick(World world) { var hasStructure = world.Queries.OwnedBy[world.LocalPlayer] .WithTrait() .Any(); if (!hasStructure) Game.controller.CancelInputMode(); } } }