Files
OpenRA/OpenRA.Mods.RA/EngineerRepair.cs
Paul Chote 4ca777597f Replace UnitTraitOrderTargeter with TargetTypeOrderTargeter.
This also makes naval buildings untargetable for c4 and demo trucks, as they don't make much sense.
2013-04-15 23:10:57 +12:00

85 lines
2.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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 OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Orders;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class EngineerRepairInfo : TraitInfo<EngineerRepair> {}
class EngineerRepair : IIssueOrder, IResolveOrder, IOrderVoice
{
public IEnumerable<IOrderTargeter> Orders
{
get { yield return new EngineerRepairOrderTargeter(); }
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID == "EngineerRepair")
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
return null;
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return (order.OrderString == "EngineerRepair" &&
order.TargetActor.GetDamageState() > DamageState.Undamaged) ? "Attack" : null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "EngineerRepair" &&
order.TargetActor.GetDamageState() > DamageState.Undamaged)
{
self.SetTargetLine(Target.FromOrder(order), Color.Yellow);
self.CancelActivity();
self.QueueActivity(new Enter(order.TargetActor, new RepairBuilding(order.TargetActor)));
}
}
class EngineerRepairOrderTargeter : UnitOrderTargeter
{
public EngineerRepairOrderTargeter()
: base("EngineerRepair", 6, "goldwrench", false, true) { }
public override bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceQueued, ref string cursor)
{
if (!base.CanTargetActor(self, target, forceAttack, forceQueued, ref cursor))
return false;
if (!target.HasTrait<EngineerRepairable>())
return false;
if (self.Owner.Stances[target.Owner] != Stance.Ally)
return false;
IsQueued = forceQueued;
if (target.GetDamageState() == DamageState.Undamaged)
cursor = "goldwrench-blocked";
return true;
}
}
}
class EngineerRepairableInfo : TraitInfo<EngineerRepairable> { }
class EngineerRepairable { }
}