51 lines
1.3 KiB
C#
51 lines
1.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.Traits.Activities;
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namespace OpenRa.Game.Traits
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{
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class Repairable : IOrder
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{
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IDisposable reservation;
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public Repairable(Actor self) { }
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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if (mi.Button != MouseButton.Right) return null;
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if (underCursor == null) return null;
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if (underCursor.Info == Rules.UnitInfo["FIX"]
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&& underCursor.Owner == self.Owner
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&& !Reservable.IsReserved(underCursor))
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return new Order("Enter", self, underCursor, int2.Zero, null);
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return null;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (reservation != null)
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{
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reservation.Dispose();
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reservation = null;
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}
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if (order.OrderString == "Enter")
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{
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if (Reservable.IsReserved(order.TargetActor))
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return;
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var res = order.TargetActor.traits.GetOrDefault<Reservable>();
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if (res != null) reservation = res.Reserve(self);
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self.CancelActivity();
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self.QueueActivity(new Move(((1 / 24f) * order.TargetActor.CenterLocation).ToInt2(), order.TargetActor));
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self.QueueActivity(new Rearm());
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self.QueueActivity(new Repair());
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}
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}
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}
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}
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