Files
OpenRA/OpenRa.Game/Orders/RepairOrderGenerator.cs
2010-01-31 01:27:50 +13:00

59 lines
1.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.GameRules;
using OpenRa.Traits;
namespace OpenRa.Orders
{
class RepairOrderGenerator : IOrderGenerator
{
public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Right)
Game.controller.CancelInputMode();
return OrderInner(world, xy, mi);
}
IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Left)
{
var underCursor = world.FindUnitsAtMouse(mi.Location)
.Where(a => a.Owner == world.LocalPlayer
&& a.traits.Contains<Building>()
&& a.traits.Contains<Selectable>()).FirstOrDefault();
var building = underCursor != null ? underCursor.Info.Traits.Get<BuildingInfo>() : null;
if (building != null && building.Repairable && underCursor.Health < building.HP)
yield return new Order("Repair", underCursor);
}
}
public void Tick( World world )
{
if (!Game.Settings.RepairRequiresConyard)
return;
var hasFact = world.Queries.OwnedBy[world.LocalPlayer]
.WithTrait<ConstructionYard>()
.Any();
if (!hasFact)
Game.controller.CancelInputMode();
}
public void Render( World world ) {}
public Cursor GetCursor(World world, int2 xy, MouseInput mi)
{
mi.Button = MouseButton.Left;
return OrderInner(world, xy, mi).Any()
? Cursor.Repair : Cursor.RepairBlocked;
}
}
}