108 lines
3.0 KiB
C#
108 lines
3.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Orders;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("The player can give this unit the order to follow and protect friendly units with the Guardable trait.")]
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public class GuardInfo : ITraitInfo
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{
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[VoiceReference] public readonly string Voice = "Action";
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public object Create(ActorInitializer init) { return new Guard(this); }
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}
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public class Guard : IResolveOrder, IOrderVoice
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{
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readonly GuardInfo info;
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public Guard(GuardInfo info)
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{
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this.info = info;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Guard")
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{
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var target = Target.FromActor(order.TargetActor);
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GuardTarget(self, target);
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}
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}
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public void GuardTarget(Actor self, Target target)
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{
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self.SetTargetLine(target, Color.Yellow);
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var range = target.Actor.Info.TraitInfo<GuardableInfo>().Range;
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self.QueueActivity(false, new AttackMoveActivity(self, self.Trait<IMove>().MoveFollow(self, target, WDist.Zero, range)));
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "Guard" ? info.Voice : null;
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}
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}
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public class GuardOrderGenerator : GenericSelectTarget
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{
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public GuardOrderGenerator(IEnumerable<Actor> subjects, string order, string cursor, MouseButton button)
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: base(subjects, order, cursor, button) { }
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protected override IEnumerable<Order> OrderInner(World world, CPos xy, MouseInput mi)
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{
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var target = FriendlyGuardableUnits(world, mi).FirstOrDefault();
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if (target == null || Subjects.All(s => s.IsDead))
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yield break;
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world.CancelInputMode();
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foreach (var subject in Subjects)
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if (subject != target)
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yield return new Order(OrderName, subject, false) { TargetActor = target };
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}
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public override void Tick(World world)
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{
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if (Subjects.All(s => s.IsDead || !s.Info.HasTraitInfo<GuardInfo>()))
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world.CancelInputMode();
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}
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public override string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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if (!Subjects.Any())
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return null;
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var multiple = Subjects.Count() > 1;
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var canGuard = FriendlyGuardableUnits(world, mi)
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.Any(a => multiple || a != Subjects.First());
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return canGuard ? Cursor : "move-blocked";
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}
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static IEnumerable<Actor> FriendlyGuardableUnits(World world, MouseInput mi)
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{
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return world.ScreenMap.ActorsAt(mi)
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.Where(a => !world.FogObscures(a) && !a.IsDead &&
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a.AppearsFriendlyTo(world.LocalPlayer.PlayerActor) &&
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a.Info.HasTraitInfo<GuardableInfo>());
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}
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}
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}
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