#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 OpenRA.Traits.Activities; namespace OpenRA.Traits { class ConstructionYardInfo : ITraitInfo { public readonly bool AllowUndeploy = true; public object Create(Actor self) { return new ConstructionYard(self); } } class ConstructionYard : IIssueOrder, IResolveOrder, IMovement { readonly Actor self; public ConstructionYard(Actor self) { this.self = self; } public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor) { if (!self.Info.Traits.Get().AllowUndeploy) return null; if (mi.Button == MouseButton.Left) return null; if (underCursor != null) { // force-move if (!mi.Modifiers.HasModifier(Modifiers.Alt)) return null; if (!self.World.IsActorCrushableByActor(underCursor, self)) return null; } if (self.traits.GetOrDefault().CanEnterCell(xy)) return new Order("Move", self, xy); else return null; } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "Move") { self.CancelActivity(); self.QueueActivity(new UndeployMcv()); } } // HACK: This should make reference to an MCV actor, and use of its Mobile trait public UnitMovementType GetMovementType() { return UnitMovementType.Wheel; } public bool CanEnterCell(int2 a) { if (!self.World.WorldActor.traits.Get().CanMoveHere(a)) return false; var crushable = true; foreach (Actor actor in self.World.WorldActor.traits.Get().GetUnitsAt(a)) { if (actor == self) continue; if (!self.World.IsActorCrushableByActor(actor, self)) { crushable = false; break; } } if (!crushable) return false; return self.World.Map.IsInMap(a.X, a.Y) && TerrainCosts.Cost(GetMovementType(), self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity; } } }