Files
OpenRA/OpenRa.Game/Orders/UnitOrderGenerator.cs

95 lines
2.5 KiB
C#

using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRa.Traits;
using OpenRa.GameRules;
namespace OpenRa.Orders
{
class UnitOrderGenerator : IOrderGenerator
{
public readonly List<Actor> selection;
public UnitOrderGenerator( IEnumerable<Actor> selected )
{
selection = selected.ToList();
}
public IEnumerable<Order> Order( World world, int2 xy, MouseInput mi )
{
foreach( var unit in selection )
{
var ret = unit.Order( xy, mi );
if( ret != null )
yield return ret;
}
}
public void Tick( World world )
{
selection.RemoveAll(a => !a.IsInWorld);
}
public void Render( World world )
{
foreach( var a in selection )
world.WorldRenderer.DrawSelectionBox( a, Color.White, true );
}
public Cursor GetCursor( World world, int2 xy, MouseInput mi )
{
return ChooseCursor(world, mi);
}
Cursor ChooseCursor( World world, MouseInput mi )
{
var p = Game.controller.MousePosition;
var c = Order(world, p.ToInt2(), mi)
.Select(o => CursorForOrderString(o.OrderString, o.Subject, o.TargetLocation))
.FirstOrDefault(a => a != null);
return c ??
(world.SelectActorsInBox(Game.CellSize * p,
Game.CellSize * p).Any()
? Cursor.Select : Cursor.Default);
}
Cursor CursorForOrderString(string s, Actor a, int2 location)
{
var movement = a.traits.GetOrDefault<IMovement>();
switch (s)
{
case "Attack": return Cursor.Attack;
case "Heal": return Cursor.Heal;
case "C4": return Cursor.C4;
case "Move":
if (movement.CanEnterCell(location))
return Cursor.Move;
else
return Cursor.MoveBlocked;
case "DeployTransform":
var depInfo = a.Info.Traits.Get<TransformsOnDeployInfo>();
var transInfo = Rules.Info[depInfo.TransformsInto];
if (transInfo.Traits.Contains<BuildingInfo>())
{
var bi = transInfo.Traits.Get<BuildingInfo>();
if (!a.World.CanPlaceBuilding(depInfo.TransformsInto, bi, a.Location + new int2(depInfo.Offset[0], depInfo.Offset[1]), a))
return Cursor.DeployBlocked;
}
return Cursor.Deploy;
case "Deploy": return Cursor.Deploy;
case "Enter": return Cursor.Enter;
case "EnterTransport": return Cursor.Enter;
case "Deliver": return Cursor.Enter;
case "Infiltrate": return Cursor.Enter;
case "Capture": return Cursor.Capture;
case "Harvest": return Cursor.AttackMove;
case "Steal" : return Cursor.Enter;
default:
return null;
}
}
}
}