Files
OpenRA/OpenRa.Game/Traits/TransformsOnDeploy.cs

69 lines
2.0 KiB
C#

using OpenRa.GameRules;
using OpenRa.Traits.Activities;
using System;
namespace OpenRa.Traits
{
class TransformsOnDeployInfo : ITraitInfo
{
public readonly string TransformsInto = null;
public readonly int[] Offset = null;
public readonly int[] DeployDirections = new int[] {96};
public readonly bool TransferHealthPercentage = true; // Set to false to transfer the absolute health
public readonly string[] TransformSounds = null;
public readonly string[] NoTransformSounds = null;
public object Create(Actor self) { return new TransformsOnDeploy(self); }
}
class TransformsOnDeploy : IIssueOrder, IResolveOrder
{
public TransformsOnDeploy(Actor self) { }
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
if (mi.Button == MouseButton.Right && self == underCursor)
return new Order("DeployTransform", self);
return null;
}
public void ResolveOrder( Actor self, Order order )
{
if (order.OrderString == "DeployTransform")
{
var info = self.Info.Traits.Get<TransformsOnDeployInfo>();
var transInfo = Rules.Info[info.TransformsInto];
if (transInfo.Traits.Contains<BuildingInfo>())
{
var bi = transInfo.Traits.Get<BuildingInfo>();
if (!self.World.CanPlaceBuilding(info.TransformsInto, bi, self.Location + new int2(info.Offset[0], info.Offset[1]), self))
{
foreach (var s in info.NoTransformSounds)
Sound.PlayToPlayer(self.Owner, s);
return;
}
}
self.CancelActivity();
// Pick the closed deploy direction to turn to
if (self.traits.Contains<Unit>())
{
var unit = self.traits.Get<Unit>();
// TODO: Pick the closest deploy direction
var bestDir = info.DeployDirections[0];
self.QueueActivity(new Turn(bestDir));
}
self.QueueActivity(new TransformIntoActor(info.TransformsInto, new int2(info.Offset[0], info.Offset[1]), info.TransferHealthPercentage, info.TransformSounds));
}
}
}
}