Files
OpenRA/OpenRA.Mods.RA/Guard.cs
reaperrr 584a6b2e75 Splits AttackMove into trait and activity.
Moves them to subfolders/namespaces accordingly.
2014-12-12 13:24:30 +01:00

114 lines
3.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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 COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("The player can give this unit the order to follow and protect friendly units with the Guardable trait.")]
class GuardInfo : TraitInfo<Guard> { }
class Guard : IResolveOrder, IOrderVoice
{
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Guard")
{
var target = Target.FromActor(order.TargetActor);
GuardTarget(self, target);
}
}
public void GuardTarget(Actor self, Target target)
{
self.SetTargetLine(target, Color.Yellow);
var range = WRange.FromCells(target.Actor.Info.Traits.Get<GuardableInfo>().Range);
self.QueueActivity(false, new AttackMoveActivity(self, self.Trait<IMove>().MoveFollow(self, target, WRange.Zero, range)));
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "Guard" ? "Move" : null;
}
}
class GuardOrderGenerator : IOrderGenerator
{
readonly IEnumerable<Actor> subjects;
public GuardOrderGenerator(IEnumerable<Actor> subjects)
{
this.subjects = subjects;
}
public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
{
if (mi.Button == MouseButton.Left)
{
world.CancelInputMode();
yield break;
}
var target = FriendlyGuardableUnits(world, mi).FirstOrDefault();
if (target == null || subjects.All(s => s.IsDead))
yield break;
foreach (var subject in subjects)
if (subject != target)
yield return new Order("Guard", subject, false) { TargetActor = target };
}
public void Tick(World world)
{
if (subjects.All(s => s.IsDead || !s.HasTrait<Guard>()))
world.CancelInputMode();
}
public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world) { yield break; }
public string GetCursor(World world, CPos xy, MouseInput mi)
{
if (!subjects.Any())
return null;
var multiple = subjects.Count() > 1;
var canGuard = FriendlyGuardableUnits(world, mi)
.Any(a => multiple || a != subjects.First());
return canGuard ? "guard" : "move-blocked";
}
static IEnumerable<Actor> FriendlyGuardableUnits(World world, MouseInput mi)
{
return world.ScreenMap.ActorsAt(mi)
.Where(a => !world.FogObscures(a) && !a.IsDead &&
a.AppearsFriendlyTo(world.LocalPlayer.PlayerActor) &&
a.HasTrait<Guardable>());
}
}
[Desc("This unit can be guarded (followed and protected) by a Guard unit.")]
class GuardableInfo : TraitInfo<Guardable>
{
public readonly int Range = 2;
}
class Guardable { }
}