Files
OpenRA/OpenRa.Game/Orders/UnitOrderGenerator.cs
2010-01-08 21:21:20 +13:00

96 lines
2.5 KiB
C#

using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRa.Game.Traits;
using OpenRa.Game.GameRules;
namespace OpenRa.Game.Orders
{
class UnitOrderGenerator : IOrderGenerator
{
public readonly List<Actor> selection;
public UnitOrderGenerator( IEnumerable<Actor> selected )
{
selection = selected.ToList();
}
public IEnumerable<Order> Order( int2 xy, MouseInput mi )
{
foreach( var unit in selection )
{
var ret = unit.Order( xy, mi );
if( ret != null )
yield return ret;
}
}
public void Tick()
{
selection.RemoveAll(a => !a.IsInWorld);
}
public void Render()
{
foreach( var a in selection )
Game.worldRenderer.DrawSelectionBox( a, Color.White, true );
}
public Cursor GetCursor(int2 xy, MouseInput mi)
{
return ChooseCursor(mi);
}
Cursor ChooseCursor( MouseInput mi )
{
var p = Game.controller.MousePosition;
var c = Order(p.ToInt2(), mi)
.Where(o => o.Validate())
.Select(o => CursorForOrderString(o.OrderString, o.Subject, o.TargetLocation))
.FirstOrDefault(a => a != null);
return c ??
(Game.SelectActorsInBox(Game.CellSize * p,
Game.CellSize * p).Any()
? Cursor.Select : Cursor.Default);
}
Cursor CursorForOrderString(string s, Actor a, int2 location)
{
var movement = a.traits.WithInterface<IMovement>().FirstOrDefault();
switch (s)
{
case "Attack": return Cursor.Attack;
case "Heal": return Cursor.Heal;
case "C4": return Cursor.C4;
case "Move":
if (movement.CanEnterCell(location))
return Cursor.Move;
else
return Cursor.MoveBlocked;
case "DeployMcv":
var factBuildingInfo = (BuildingInfo)Rules.UnitInfo["fact"];
if (Game.CanPlaceBuilding(factBuildingInfo, a.Location - new int2(1, 1), a, false))
return Cursor.Deploy;
else
return Cursor.DeployBlocked;
case "Deploy": return Cursor.Deploy;
case "Chronoshift":
if (movement.CanEnterCell(location))
return Cursor.Chronoshift;
else
return Cursor.MoveBlocked;
case "Enter": return Cursor.Enter;
case "EnterTransport": return Cursor.Enter;
case "Deliver": return Cursor.Enter;
case "Infiltrate": return Cursor.Enter;
case "Capture": return Cursor.Capture;
case "Harvest": return Cursor.AttackMove;
case "Steal" : return Cursor.Enter;
default:
return null;
}
}
}
}