Files
OpenRA/OpenRA.Mods.Common/Orders/RepairOrderGenerator.cs
Paul Chote 6f5d035e79 Introduce IMouseBounds and split/rework mouse rectangles.
The render bounds for an actor now include the area covered
by bibs, shadows, and any other widgets. In many cases this
area is much larger than we really want to consider for
tooltips and mouse selection.

An optional Margin is added to Selectable to support cases
like infantry, where we want the mouse area of the actor
to be larger than the drawn selection box.
2017-12-11 19:45:07 +01:00

94 lines
2.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Orders
{
public class RepairOrderGenerator : IOrderGenerator
{
public IEnumerable<Order> Order(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
if (mi.Button == MouseButton.Right)
world.CancelInputMode();
return OrderInner(world, mi);
}
static IEnumerable<Order> OrderInner(World world, MouseInput mi)
{
if (mi.Button != MouseButton.Left)
yield break;
var underCursor = world.ScreenMap.ActorsAtMouse(mi)
.Select(a => a.Actor)
.FirstOrDefault(a => a.AppearsFriendlyTo(world.LocalPlayer.PlayerActor) && !world.FogObscures(a));
if (underCursor == null)
yield break;
if (underCursor.GetDamageState() == DamageState.Undamaged)
yield break;
// Repair a building.
if (underCursor.Info.HasTraitInfo<RepairableBuildingInfo>())
yield return new Order("RepairBuilding", world.LocalPlayer.PlayerActor, Target.FromActor(underCursor), false);
// Don't command allied units
if (underCursor.Owner != world.LocalPlayer)
yield break;
Actor repairBuilding = null;
var orderId = "Repair";
// Test for generic Repairable (used on units).
var repairable = underCursor.TraitOrDefault<Repairable>();
if (repairable != null)
repairBuilding = repairable.FindRepairBuilding(underCursor);
else
{
var repairableNear = underCursor.TraitOrDefault<RepairableNear>();
if (repairableNear != null)
{
orderId = "RepairNear";
repairBuilding = repairableNear.FindRepairBuilding(underCursor);
}
}
if (repairBuilding == null)
yield break;
yield return new Order(orderId, underCursor, Target.FromActor(repairBuilding), false) { VisualFeedbackTarget = underCursor };
}
public void Tick(World world)
{
if (world.LocalPlayer != null &&
world.LocalPlayer.WinState != WinState.Undefined)
world.CancelInputMode();
}
public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
public IEnumerable<IRenderable> RenderAboveShroud(WorldRenderer wr, World world) { yield break; }
public string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
mi.Button = MouseButton.Left;
return OrderInner(world, mi).Any()
? "repair" : "repair-blocked";
}
}
}