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 loc = mi.Location + Game.viewport.Location; var underCursor = world.FindUnits(loc, loc) .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.Actors .Any(a => a.Owner == world.LocalPlayer && a.traits.Contains()); 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; } } }