using OpenRa.Game.GameRules; using OpenRa.Game.Traits.Activities; namespace OpenRa.Game.Traits { class ConstructionYardInfo : ITraitInfo { 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 (!Rules.General.MCVUndeploy) return null; if (mi.Button == MouseButton.Left) return null; if (underCursor != null) { // force-move if (!mi.Modifiers.HasModifier(Modifiers.Alt)) return null; if (!Game.IsActorCrushableByActor(underCursor, self)) return null; } return new Order("Move", self, null, xy, 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 (!Game.BuildingInfluence.CanMoveHere(a)) return false; var crushable = true; foreach (Actor actor in Game.UnitInfluence.GetUnitsAt(a)) { if (actor == self) continue; if (!Game.IsActorCrushableByActor(actor, self)) { crushable = false; break; } } if (!crushable) return false; return Rules.Map.IsInMap(a.X, a.Y) && TerrainCosts.Cost(GetMovementType(), Rules.TileSet.GetWalkability(Rules.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity; } } }