Files
OpenRA/OpenRA.Mods.RA/RallyPoint.cs
2010-11-23 15:20:11 +13:00

86 lines
2.5 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class RallyPointInfo : ITraitInfo, ITraitPrerequisite<RenderSimpleInfo>
{
public readonly int[] RallyPoint = { 1, 3 };
public object Create(ActorInitializer init) { return new RallyPoint(init.self); }
}
public class RallyPoint : IRender, IIssueOrder, IResolveOrder, ITick
{
[Sync]
public int2 rallyPoint;
public Animation anim;
public RallyPoint(Actor self)
{
var info = self.Info.Traits.Get<RallyPointInfo>();
rallyPoint = self.Location + new int2(info.RallyPoint[0], info.RallyPoint[1]);
anim = new Animation("flagfly");
anim.PlayRepeating("idle");
}
public IEnumerable<Renderable> Render(Actor self)
{
if (self.Owner == self.World.LocalPlayer && self.World.Selection.Actors.Contains(self))
yield return Traits.Util.Centered(self,
anim.Image, Traits.Util.CenterOfCell(rallyPoint));
}
public IEnumerable<IOrderTargeter> Orders
{
get { yield return new RallyPointOrderTargeter(); }
}
public Order IssueOrder( Actor self, IOrderTargeter order, Target target, bool queued )
{
if( order.OrderID == "SetRallyPoint" )
return new Order(order.OrderID, self, false) { TargetLocation = Traits.Util.CellContaining(target.CenterLocation) };
return null;
}
public void ResolveOrder( Actor self, Order order )
{
if( order.OrderString == "SetRallyPoint" )
rallyPoint = order.TargetLocation;
}
public void Tick(Actor self) { anim.Tick(); }
class RallyPointOrderTargeter : IOrderTargeter
{
public string OrderID { get { return "SetRallyPoint"; } }
public int OrderPriority { get { return 0; } }
public bool CanTargetUnit(Actor self, Actor target, bool forceAttack, bool forceMove, bool forceQueued, ref string cursor)
{
return false;
}
public bool CanTargetLocation(Actor self, int2 location, List<Actor> actorsAtLocation, bool forceAttack, bool forceMove, bool forceQueued, ref string cursor)
{
return true;
}
public bool IsQueued { get { return false; } } // unused
}
}
}