95 lines
2.3 KiB
C#
95 lines
2.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Actor can be sold")]
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public class SellableInfo : UpgradableTraitInfo
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{
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public readonly int RefundPercent = 50;
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public readonly string[] SellSounds = { };
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public override object Create(ActorInitializer init) { return new Sellable(init.Self, this); }
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}
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public class Sellable : UpgradableTrait<SellableInfo>, IResolveOrder, IProvideTooltipInfo
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{
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readonly Actor self;
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readonly Lazy<Health> health;
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readonly SellableInfo info;
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public Sellable(Actor self, SellableInfo info)
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: base(info)
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{
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this.self = self;
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this.info = info;
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health = Exts.Lazy(() => self.TraitOrDefault<Health>());
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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 == "Sell")
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Sell(self);
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}
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public void Sell(Actor self)
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{
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if (IsTraitDisabled)
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return;
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var building = self.TraitOrDefault<Building>();
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if (building != null && !building.Lock())
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return;
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self.CancelActivity();
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foreach (var s in info.SellSounds)
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Game.Sound.PlayToPlayer(self.Owner, s, self.CenterPosition);
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foreach (var ns in self.TraitsImplementing<INotifySold>())
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ns.Selling(self);
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var makeAnimation = self.TraitOrDefault<WithMakeAnimation>();
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if (makeAnimation != null)
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makeAnimation.Reverse(self, new Sell(self), false);
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else
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self.QueueActivity(false, new Sell(self));
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}
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public bool IsTooltipVisible(Player forPlayer)
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{
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if (self.World.OrderGenerator is SellOrderGenerator)
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return forPlayer == self.Owner;
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return false;
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}
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public string TooltipText
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{
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get
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{
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var sellValue = self.GetSellValue() * info.RefundPercent / 100;
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if (health.Value != null)
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{
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sellValue *= health.Value.HP;
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sellValue /= health.Value.MaxHP;
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}
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return "Refund: $" + sellValue;
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}
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}
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}
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}
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