- Made private methods static where possible (runtime can elide checking the object for null). - Declared attribute classes as sealed (allows reflection on attributes to complete faster). - Moved some static cctor's into field initializers (static cctor's are slower than static field initializers). - Made classes static if they contained only static methods (can't create instances of useless objects). - Use inferable Exts.Lazy and not new Lazy<T>(). - Added required STAThread attribute to CrashDialog. - Removed unused parameters in private methods. - Added Serializable attribute to exceptions. - Added parameter name in calls to ArgumentNullException. - Use of as operator instead of is + cast. - Changed (x as Foo).Bar anti-pattern into ((Foo)x).Bar. Results in sensible cast exceptions on error rather than null dereferences. - Removed unused method in NullShader.
63 lines
1.8 KiB
C#
63 lines
1.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Orders
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{
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public class RepairOrderGenerator : IOrderGenerator
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{
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public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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world.CancelInputMode();
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return OrderInner(world, mi);
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}
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IEnumerable<Order> OrderInner(World world, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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{
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var underCursor = world.ScreenMap.ActorsAt(mi)
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.FirstOrDefault(a => !world.FogObscures(a) && a.AppearsFriendlyTo(world.LocalPlayer.PlayerActor) && a.HasTrait<RepairableBuilding>());
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if (underCursor == null)
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yield break;
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if (underCursor.Info.Traits.Contains<RepairableBuildingInfo>()
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&& underCursor.GetDamageState() > DamageState.Undamaged)
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yield return new Order("RepairBuilding", world.LocalPlayer.PlayerActor, false) { TargetActor = underCursor };
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}
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}
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public void Tick(World world)
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{
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if (world.LocalPlayer != null &&
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world.LocalPlayer.WinState != WinState.Undefined)
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world.CancelInputMode();
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
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public void RenderAfterWorld(WorldRenderer wr, World world) { }
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public string GetCursor(World world, CPos xy, MouseInput mi)
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{
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mi.Button = MouseButton.Left;
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return OrderInner(world, mi).Any()
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? "repair" : "repair-blocked";
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}
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}
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}
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