#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 TransformsOnDeployInfo : TraitInfo { public readonly string TransformsInto = null; public readonly int[] Offset = null; public readonly int[] DeployDirections = new int[] {96}; public readonly bool TransferHealthPercentage = true; // Set to false to transfer the absolute health public readonly string[] TransformSounds = null; public readonly string[] NoTransformSounds = null; } class TransformsOnDeploy : IIssueOrder, IResolveOrder { public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor) { if (mi.Button == MouseButton.Right && self == underCursor) return new Order("DeployTransform", self); return null; } public void ResolveOrder( Actor self, Order order ) { if (order.OrderString == "DeployTransform") { var info = self.Info.Traits.Get(); var transInfo = Rules.Info[info.TransformsInto]; if (transInfo.Traits.Contains()) { var bi = transInfo.Traits.Get(); if (!self.World.CanPlaceBuilding(info.TransformsInto, bi, self.Location + new int2(info.Offset[0], info.Offset[1]), self)) { foreach (var s in info.NoTransformSounds) Sound.PlayToPlayer(self.Owner, s); return; } } self.CancelActivity(); // Pick the closed deploy direction to turn to if (self.traits.Contains()) { // TODO: Pick the closest deploy direction var bestDir = info.DeployDirections[0]; self.QueueActivity(new Turn(bestDir)); } self.QueueActivity(new TransformIntoActor(info.TransformsInto, new int2(info.Offset[0], info.Offset[1]), info.TransferHealthPercentage, info.TransformSounds)); } } } }