Files
OpenRA/OpenRa.Mods.RA/Minelayer.cs
2010-01-17 09:30:53 +13:00

54 lines
1.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Traits;
using OpenRa;
namespace OpenRa.Mods.RA
{
class MinelayerInfo : ITraitInfo
{
public readonly string Mine = "minv";
public object Create(Actor self)
{
return new Minelayer();
}
}
class Minelayer : IIssueOrder, IResolveOrder
{
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
if (limitedAmmo != null && !limitedAmmo.HasAmmo())
return null;
// Ensure that the cell is empty except for the minelayer
if (Game.UnitInfluence.GetUnitsAt(xy).Any(a => a != self))
return null;
if (mi.Button == MouseButton.Right && underCursor == self)
return new Order("Deploy", self, null, int2.Zero, null);
return null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Deploy")
{
var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
if (limitedAmmo != null)
limitedAmmo.Attacking(self);
// todo: delay a bit? (req making deploy-mine an activity)
Game.world.AddFrameEndTask(
w => w.Add(new Actor(self.Info.Traits.Get<MinelayerInfo>().Mine, self.Location, self.Owner)));
}
}
}
}