using System; using System.Collections.Generic; using System.Linq; using System.Text; using OpenRa.GameRules; using OpenRa.Traits; namespace OpenRa.Orders { class RepairOrderGenerator : IOrderGenerator { 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) { var underCursor = world.FindUnitsAtMouse(mi.Location) .Where(a => a.Owner == world.LocalPlayer && a.traits.Contains() && a.traits.Contains()).FirstOrDefault(); var building = underCursor != null ? underCursor.Info.Traits.Get() : null; if (building != null && building.Repairable && underCursor.Health < building.HP) yield return new Order("Repair", underCursor); } } public void Tick( World world ) { if (!Game.Settings.RepairRequiresConyard) return; var hasFact = world.Queries.OwnedBy[world.LocalPlayer] .WithTrait() .Any(); if (!hasFact) 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.Repair : Cursor.RepairBlocked; } } }