Port RepairBridge to the new Enter activity.
This commit is contained in:
committed by
Oliver Brakmann
parent
49e3c46d00
commit
4551625bb4
@@ -15,51 +15,72 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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class RepairBridge : LegacyEnter
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class RepairBridge : Enter
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{
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readonly Actor target;
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readonly LegacyBridgeHut legacyHut;
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readonly BridgeHut hut;
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readonly EnterBehaviour enterBehaviour;
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readonly string notification;
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public RepairBridge(Actor self, Actor target, EnterBehaviour enterBehaviour, string notification)
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: base(self, target, enterBehaviour, targetLineColor: Color.Yellow)
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Actor enterActor;
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BridgeHut enterHut;
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LegacyBridgeHut enterLegacyHut;
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public RepairBridge(Actor self, Target target, EnterBehaviour enterBehaviour, string notification)
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: base(self, target, Color.Yellow)
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{
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this.target = target;
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legacyHut = target.TraitOrDefault<LegacyBridgeHut>();
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hut = target.TraitOrDefault<BridgeHut>();
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this.enterBehaviour = enterBehaviour;
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this.notification = notification;
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}
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protected override bool CanReserve(Actor self)
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bool CanEnterHut()
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{
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if (legacyHut != null)
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return legacyHut.BridgeDamageState != DamageState.Undamaged && !legacyHut.Repairing && legacyHut.Bridge.GetHut(0) != null && legacyHut.Bridge.GetHut(1) != null;
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if (enterLegacyHut != null)
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return enterLegacyHut.BridgeDamageState != DamageState.Undamaged && !enterLegacyHut.Repairing &&
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enterLegacyHut.Bridge.GetHut(0) != null && enterLegacyHut.Bridge.GetHut(1) != null;
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if (hut != null)
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return hut.BridgeDamageState != DamageState.Undamaged && !hut.Repairing;
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if (enterHut != null)
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return enterHut.BridgeDamageState != DamageState.Undamaged && !enterHut.Repairing;
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return false;
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}
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protected override void OnInside(Actor self)
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protected override bool TryStartEnter(Actor self, Actor targetActor)
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{
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if (legacyHut != null)
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{
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if (legacyHut.BridgeDamageState == DamageState.Undamaged || legacyHut.Repairing || legacyHut.Bridge.GetHut(0) == null || legacyHut.Bridge.GetHut(1) == null)
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return;
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enterActor = targetActor;
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enterLegacyHut = enterActor.TraitOrDefault<LegacyBridgeHut>();
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enterHut = enterActor.TraitOrDefault<BridgeHut>();
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legacyHut.Repair(self);
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}
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else if (hut != null)
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// Make sure we can still repair the target before entering
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// (but not before, because this may stop the actor in the middle of nowhere)
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if (!CanEnterHut())
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{
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if (hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing)
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return;
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hut.Repair(target, self);
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Cancel(self, true);
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return false;
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}
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return true;
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}
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protected override void OnEnterComplete(Actor self, Actor targetActor)
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{
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// Make sure the target hasn't changed while entering
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// OnEnterComplete is only called if targetActor is alive
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if (targetActor != enterActor)
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return;
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if (!CanEnterHut())
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return;
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if (enterLegacyHut != null)
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enterLegacyHut.Repair(self);
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else if (enterHut != null)
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enterHut.Repair(enterActor, self);
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", notification, self.Owner.Faction.InternalName);
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if (enterBehaviour == EnterBehaviour.Dispose)
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self.Dispose();
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else if (enterBehaviour == EnterBehaviour.Suicide)
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self.Kill(self);
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}
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}
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}
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