Enable Repairable actors to call for transport to the repair pad
This commit is contained in:
51
OpenRA.Mods.Common/Activities/WaitForTransport.cs
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51
OpenRA.Mods.Common/Activities/WaitForTransport.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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public class WaitForTransport : Activity
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{
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readonly ICallForTransport transportable;
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Activity inner;
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public WaitForTransport(Actor self, Activity innerActivity)
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{
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transportable = self.TraitOrDefault<ICallForTransport>();
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inner = innerActivity;
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}
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public override Activity Tick(Actor self)
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{
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if (inner == null)
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{
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if (transportable != null)
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transportable.MovementCancelled(self);
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return NextActivity;
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}
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inner = Util.RunActivity(self, inner);
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return this;
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}
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public override void Cancel(Actor self)
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{
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if (transportable != null)
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transportable.WantsTransport = false;
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inner.Cancel(self);
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}
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}
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}
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@@ -115,6 +115,7 @@
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<Compile Include="Activities\Turn.cs" />
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<Compile Include="Activities\Turn.cs" />
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<Compile Include="Activities\UnloadCargo.cs" />
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<Compile Include="Activities\UnloadCargo.cs" />
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<Compile Include="Activities\Wait.cs" />
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<Compile Include="Activities\Wait.cs" />
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<Compile Include="Activities\WaitForTransport.cs" />
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<Compile Include="ActorExts.cs" />
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<Compile Include="ActorExts.cs" />
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<Compile Include="AI\AttackOrFleeFuzzy.cs" />
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<Compile Include="AI\AttackOrFleeFuzzy.cs" />
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<Compile Include="AI\BaseBuilder.cs" />
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<Compile Include="AI\BaseBuilder.cs" />
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@@ -42,8 +42,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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{
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get
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get
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{
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{
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yield return new EnterAlliedActorTargeter<Building>("Repair", 5,
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yield return new EnterAlliedActorTargeter<Building>("Repair", 5, CanRepairAt, _ => CanRepair() || CanRearm());
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target => CanRepairAt(target), _ => CanRepair() || CanRearm());
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}
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}
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}
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}
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@@ -92,7 +91,20 @@ namespace OpenRA.Mods.Common.Traits
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self.SetTargetLine(target, Color.Green);
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self.SetTargetLine(target, Color.Green);
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self.CancelActivity();
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self.CancelActivity();
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self.QueueActivity(new MoveAdjacentTo(self, target));
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self.QueueActivity(new WaitForTransport(self, Util.SequenceActivities(new MoveAdjacentTo(self, target),
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new CallFunc(() => AfterReachActivities(self, order, movement)))));
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TryCallTransport(self, target, new CallFunc(() => AfterReachActivities(self, order, movement)));
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}
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}
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void AfterReachActivities(Actor self, Order order, IMove movement)
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{
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if (!order.TargetActor.IsInWorld || order.TargetActor.IsDead || order.TargetActor.IsDisabled())
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return;
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// TODO: This is hacky, but almost every single component affected
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// will need to be rewritten anyway, so this is OK for now.
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self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(order.TargetActor.CenterPosition), order.TargetActor));
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self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(order.TargetActor.CenterPosition), order.TargetActor));
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if (CanRearmAt(order.TargetActor) && CanRearm())
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if (CanRearmAt(order.TargetActor) && CanRearm())
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self.QueueActivity(new Rearm(self));
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self.QueueActivity(new Rearm(self));
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@@ -101,6 +113,7 @@ namespace OpenRA.Mods.Common.Traits
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var rp = order.TargetActor.TraitOrDefault<RallyPoint>();
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var rp = order.TargetActor.TraitOrDefault<RallyPoint>();
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if (rp != null)
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if (rp != null)
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{
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self.QueueActivity(new CallFunc(() =>
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self.QueueActivity(new CallFunc(() =>
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{
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{
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self.SetTargetLine(Target.FromCell(self.World, rp.Location), Color.Green);
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self.SetTargetLine(Target.FromCell(self.World, rp.Location), Color.Green);
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@@ -120,5 +133,18 @@ namespace OpenRA.Mods.Common.Traits
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// Worst case FirstOrDefault() will return a TraitPair<null, null>, which is OK.
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// Worst case FirstOrDefault() will return a TraitPair<null, null>, which is OK.
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return repairBuilding.FirstOrDefault().Actor;
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return repairBuilding.FirstOrDefault().Actor;
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}
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}
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static void TryCallTransport(Actor self, Target target, Activity nextActivity)
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{
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var transport = self.TraitOrDefault<ICallForTransport>();
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if (transport == null)
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return;
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var targetCell = self.World.Map.CellContaining(target.CenterPosition);
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if ((self.CenterPosition - target.CenterPosition).LengthSquared < transport.MinimumDistance.Range * transport.MinimumDistance.Range)
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return;
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transport.RequestTransport(targetCell, nextActivity);
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}
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}
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}
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}
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}
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