98 lines
2.8 KiB
C#
98 lines
2.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using OpenRA.Traits.Activities;
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namespace OpenRA.Traits
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{
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class ConstructionYardInfo : ITraitInfo
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{
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public readonly bool AllowUndeploy = true;
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public object Create(Actor self) { return new ConstructionYard(self); }
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}
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class ConstructionYard : IIssueOrder, IResolveOrder, IMovement
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{
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readonly Actor self;
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public ConstructionYard(Actor self)
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{
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this.self = self;
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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 (!self.Info.Traits.Get<ConstructionYardInfo>().AllowUndeploy) return null;
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if (mi.Button == MouseButton.Left) return null;
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if (underCursor != null)
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{
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// force-move
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if (!mi.Modifiers.HasModifier(Modifiers.Alt)) return null;
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if (!self.World.IsActorCrushableByActor(underCursor, self)) return null;
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}
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if (self.traits.GetOrDefault<IMovement>().CanEnterCell(xy))
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return new Order("Move", self, xy);
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else
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return null;
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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 UndeployMcv());
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}
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}
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// HACK: This should make reference to an MCV actor, and use of its Mobile trait
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public UnitMovementType GetMovementType()
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{
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return UnitMovementType.Wheel;
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}
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public bool CanEnterCell(int2 a)
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{
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if (!self.World.WorldActor.traits.Get<BuildingInfluence>().CanMoveHere(a)) return false;
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var crushable = true;
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foreach (Actor actor in self.World.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(a))
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{
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if (actor == self) continue;
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if (!self.World.IsActorCrushableByActor(actor, self))
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{
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crushable = false;
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break;
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}
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}
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if (!crushable) return false;
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return self.World.Map.IsInMap(a.X, a.Y) &&
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TerrainCosts.Cost(GetMovementType(),
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self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
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}
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}
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}
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