using System; using System.Collections.Generic; using System.Linq; using OpenRa.GameRules; using OpenRa.Traits; using OpenRa.SupportPowers; namespace OpenRa.Orders { class ChronosphereSelectOrderGenerator : IOrderGenerator { SupportPower power; public ChronosphereSelectOrderGenerator(SupportPower power) { this.power = power; } public IEnumerable Order(int2 xy, MouseInput mi) { if (mi.Button == MouseButton.Right) Game.controller.CancelInputMode(); return OrderInner(xy, mi); } IEnumerable OrderInner(int2 xy, MouseInput mi) { if (mi.Button == MouseButton.Left) { var loc = mi.Location + Game.viewport.Location; var underCursor = Game.world.FindUnits(loc, loc) .Where(a => a.Owner == Game.LocalPlayer && a.traits.Contains() && a.traits.Contains()).FirstOrDefault(); if (underCursor != null) yield return new Order("ChronosphereSelect", underCursor, null, int2.Zero, power.Name); } } public void Tick() { var hasChronosphere = Game.world.Actors .Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains()); if (!hasChronosphere) Game.controller.CancelInputMode(); } public void Render() { } public Cursor GetCursor(int2 xy, MouseInput mi) { mi.Button = MouseButton.Left; return OrderInner(xy, mi).Any() ? Cursor.ChronoshiftSelect : Cursor.MoveBlocked; } } }