Enable Repairable actors to call for transport to the repair pad

This commit is contained in:
penev92
2015-04-28 21:02:28 +03:00
parent 97e150e757
commit 463ac0ddc2
3 changed files with 92 additions and 14 deletions

View File

@@ -0,0 +1,51 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class WaitForTransport : Activity
{
readonly ICallForTransport transportable;
Activity inner;
public WaitForTransport(Actor self, Activity innerActivity)
{
transportable = self.TraitOrDefault<ICallForTransport>();
inner = innerActivity;
}
public override Activity Tick(Actor self)
{
if (inner == null)
{
if (transportable != null)
transportable.MovementCancelled(self);
return NextActivity;
}
inner = Util.RunActivity(self, inner);
return this;
}
public override void Cancel(Actor self)
{
if (transportable != null)
transportable.WantsTransport = false;
inner.Cancel(self);
}
}
}

View File

@@ -115,6 +115,7 @@
<Compile Include="Activities\Turn.cs" /> <Compile Include="Activities\Turn.cs" />
<Compile Include="Activities\UnloadCargo.cs" /> <Compile Include="Activities\UnloadCargo.cs" />
<Compile Include="Activities\Wait.cs" /> <Compile Include="Activities\Wait.cs" />
<Compile Include="Activities\WaitForTransport.cs" />
<Compile Include="ActorExts.cs" /> <Compile Include="ActorExts.cs" />
<Compile Include="AI\AttackOrFleeFuzzy.cs" /> <Compile Include="AI\AttackOrFleeFuzzy.cs" />
<Compile Include="AI\BaseBuilder.cs" /> <Compile Include="AI\BaseBuilder.cs" />

View File

@@ -42,8 +42,7 @@ namespace OpenRA.Mods.Common.Traits
{ {
get get
{ {
yield return new EnterAlliedActorTargeter<Building>("Repair", 5, yield return new EnterAlliedActorTargeter<Building>("Repair", 5, CanRepairAt, _ => CanRepair() || CanRearm());
target => CanRepairAt(target), _ => CanRepair() || CanRearm());
} }
} }
@@ -92,7 +91,20 @@ namespace OpenRA.Mods.Common.Traits
self.SetTargetLine(target, Color.Green); self.SetTargetLine(target, Color.Green);
self.CancelActivity(); self.CancelActivity();
self.QueueActivity(new MoveAdjacentTo(self, target)); self.QueueActivity(new WaitForTransport(self, Util.SequenceActivities(new MoveAdjacentTo(self, target),
new CallFunc(() => AfterReachActivities(self, order, movement)))));
TryCallTransport(self, target, new CallFunc(() => AfterReachActivities(self, order, movement)));
}
}
void AfterReachActivities(Actor self, Order order, IMove movement)
{
if (!order.TargetActor.IsInWorld || order.TargetActor.IsDead || order.TargetActor.IsDisabled())
return;
// TODO: This is hacky, but almost every single component affected
// will need to be rewritten anyway, so this is OK for now.
self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(order.TargetActor.CenterPosition), order.TargetActor)); self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(order.TargetActor.CenterPosition), order.TargetActor));
if (CanRearmAt(order.TargetActor) && CanRearm()) if (CanRearmAt(order.TargetActor) && CanRearm())
self.QueueActivity(new Rearm(self)); self.QueueActivity(new Rearm(self));
@@ -101,6 +113,7 @@ namespace OpenRA.Mods.Common.Traits
var rp = order.TargetActor.TraitOrDefault<RallyPoint>(); var rp = order.TargetActor.TraitOrDefault<RallyPoint>();
if (rp != null) if (rp != null)
{
self.QueueActivity(new CallFunc(() => self.QueueActivity(new CallFunc(() =>
{ {
self.SetTargetLine(Target.FromCell(self.World, rp.Location), Color.Green); self.SetTargetLine(Target.FromCell(self.World, rp.Location), Color.Green);
@@ -120,5 +133,18 @@ namespace OpenRA.Mods.Common.Traits
// Worst case FirstOrDefault() will return a TraitPair<null, null>, which is OK. // Worst case FirstOrDefault() will return a TraitPair<null, null>, which is OK.
return repairBuilding.FirstOrDefault().Actor; return repairBuilding.FirstOrDefault().Actor;
} }
static void TryCallTransport(Actor self, Target target, Activity nextActivity)
{
var transport = self.TraitOrDefault<ICallForTransport>();
if (transport == null)
return;
var targetCell = self.World.Map.CellContaining(target.CenterPosition);
if ((self.CenterPosition - target.CenterPosition).LengthSquared < transport.MinimumDistance.Range * transport.MinimumDistance.Range)
return;
transport.RequestTransport(targetCell, nextActivity);
}
} }
} }