Make EngineerRepairable conditional.

This commit is contained in:
Mustafa Alperen Seki
2020-03-10 22:25:24 +03:00
committed by atlimit8
parent 9e534f3804
commit 101843fbb7
3 changed files with 21 additions and 6 deletions

View File

@@ -21,6 +21,7 @@ namespace OpenRA.Mods.Common.Activities
Actor enterActor;
IHealth enterHealth;
EngineerRepairable enterEngineerRepariable;
public RepairBuilding(Actor self, Target target, EngineerRepairInfo info)
: base(self, target, Color.Yellow)
@@ -32,11 +33,12 @@ namespace OpenRA.Mods.Common.Activities
{
enterActor = targetActor;
enterHealth = targetActor.TraitOrDefault<IHealth>();
enterEngineerRepariable = targetActor.TraitOrDefault<EngineerRepairable>();
// Make sure we can still repair the target before entering
// (but not before, because this may stop the actor in the middle of nowhere)
var stance = self.Owner.Stances[enterActor.Owner];
if (enterHealth == null || enterHealth.DamageState == DamageState.Undamaged || !info.ValidStances.HasStance(stance))
if (enterHealth == null || enterHealth.DamageState == DamageState.Undamaged || enterEngineerRepariable == null || enterEngineerRepariable.IsTraitDisabled || !info.ValidStances.HasStance(stance))
{
Cancel(self, true);
return false;
@@ -52,6 +54,9 @@ namespace OpenRA.Mods.Common.Activities
if (targetActor != enterActor)
return;
if (enterEngineerRepariable.IsTraitDisabled)
return;
if (enterHealth.DamageState == DamageState.Undamaged)
return;

View File

@@ -108,11 +108,11 @@ namespace OpenRA.Mods.Common.Traits
public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
{
var engineerRepairable = target.Info.TraitInfoOrDefault<EngineerRepairableInfo>();
if (engineerRepairable == null)
var engineerRepairable = target.TraitOrDefault<EngineerRepairable>();
if (engineerRepairable == null || engineerRepairable.IsTraitDisabled)
return false;
if (!engineerRepairable.Types.IsEmpty && !engineerRepairable.Types.Overlaps(info.Types))
if (!engineerRepairable.Info.Types.IsEmpty && !engineerRepairable.Info.Types.Overlaps(info.Types))
return false;
if (!info.ValidStances.HasStance(self.Owner.Stances[target.Owner]))
@@ -126,6 +126,10 @@ namespace OpenRA.Mods.Common.Traits
public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
{
// TODO: FrozenActors don't yet have a way of caching conditions, so we can't filter disabled traits
// This therefore assumes that all EngineerRepairable traits are enabled, which is probably wrong.
// Actors with FrozenUnderFog should therefore not disable the EngineerRepairable trait if
// ValidStances includes Enemy actors.
var engineerRepairable = target.Info.TraitInfoOrDefault<EngineerRepairableInfo>();
if (engineerRepairable == null)
return false;

View File

@@ -17,11 +17,17 @@ namespace OpenRA.Mods.Common.Traits
public class EngineerRepairType { }
[Desc("Eligible for instant repair.")]
class EngineerRepairableInfo : TraitInfo<EngineerRepairable>
class EngineerRepairableInfo : ConditionalTraitInfo
{
[Desc("Actors with these Types under EngineerRepair trait can repair me.")]
public readonly BitSet<EngineerRepairType> Types = default(BitSet<EngineerRepairType>);
public override object Create(ActorInitializer init) { return new EngineerRepairable(init, this); }
}
class EngineerRepairable { }
class EngineerRepairable : ConditionalTrait<EngineerRepairableInfo>
{
public EngineerRepairable(ActorInitializer init, EngineerRepairableInfo info)
: base(info) { }
}
}