96 lines
2.6 KiB
C#
96 lines
2.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRa.Game.GameRules;
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namespace OpenRa.Game.Traits
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{
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class Mobile : IOrder, IOccupySpace, IMovement
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{
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readonly Actor self;
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int2 __fromCell;
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public int2 fromCell
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{
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get { return __fromCell; }
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set { Game.UnitInfluence.Remove(self, this); __fromCell = value; Game.UnitInfluence.Add(self, this); }
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}
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public int2 toCell
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{
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get { return self.Location; }
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set { Game.UnitInfluence.Remove(self, this); self.Location = value; Game.UnitInfluence.Add(self, this); }
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}
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public Mobile(Actor self)
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{
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this.self = self;
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__fromCell = toCell;
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Game.UnitInfluence.Add(self, this);
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}
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public void TeleportTo(Actor self, int2 xy)
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{
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fromCell = toCell = xy;
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self.CenterLocation = Util.CenterOfCell(fromCell);
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}
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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if (mi.Button == MouseButton.Left) return null;
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if (underCursor != null) return null;
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if (Util.GetEffectiveSpeed(self) == 0) return null; /* allow disabling move orders from modifiers */
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if (xy == toCell) return null;
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return Order.Move(self, xy);
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Move")
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{
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self.CancelActivity();
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self.QueueActivity(new Activities.Move(order.TargetLocation, 8));
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var attackBase = self.traits.WithInterface<AttackBase>().FirstOrDefault();
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if (attackBase != null)
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attackBase.target = null; /* move cancels attack order */
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}
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}
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public IEnumerable<int2> OccupiedCells()
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{
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return (fromCell == toCell)
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? new[] { fromCell }
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: new[] { fromCell, toCell };
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}
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public UnitMovementType GetMovementType()
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{
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switch (Rules.UnitCategory[self.Info.Name])
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{
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case "Infantry":
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return UnitMovementType.Foot;
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case "Vehicle":
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return (self.Info as VehicleInfo).Tracked ? UnitMovementType.Track : UnitMovementType.Wheel;
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case "Ship":
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return UnitMovementType.Float;
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case "Plane":
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return UnitMovementType.Fly;
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default:
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throw new InvalidOperationException("GetMovementType on unit that shouldn't be aable to move.");
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}
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}
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public bool CanEnterCell(int2 location)
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{
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return Game.IsCellBuildable( location, GetMovementType(), self );
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}
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public IEnumerable<int2> GetCurrentPath()
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{
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var move = self.GetCurrentActivity() as Activities.Move;
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if (move == null || move.path == null) return new int2[] { };
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return Enumerable.Reverse(move.path);
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}
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}
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}
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