Port RepairBuilding to the new Enter activity.

This commit is contained in:
Paul Chote
2019-02-01 20:16:29 +00:00
committed by Oliver Brakmann
parent 167371d540
commit 49e3c46d00
2 changed files with 41 additions and 19 deletions

View File

@@ -14,35 +14,61 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
class RepairBuilding : LegacyEnter
class RepairBuilding : Enter
{
readonly Actor target;
readonly IHealth health;
readonly EnterBehaviour enterBehaviour;
readonly Stance validStances;
public RepairBuilding(Actor self, Actor target, EnterBehaviour enterBehaviour, Stance validStances)
: base(self, target, enterBehaviour, targetLineColor: Color.Yellow)
Actor enterActor;
IHealth enterHealth;
public RepairBuilding(Actor self, Target target, EnterBehaviour enterBehaviour, Stance validStances)
: base(self, target, Color.Yellow)
{
this.target = target;
this.enterBehaviour = enterBehaviour;
this.validStances = validStances;
health = target.Trait<IHealth>();
}
protected override bool CanReserve(Actor self)
protected override bool TryStartEnter(Actor self, Actor targetActor)
{
return health.DamageState != DamageState.Undamaged;
enterActor = targetActor;
enterHealth = targetActor.TraitOrDefault<IHealth>();
// 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 || !stance.HasStance(validStances))
{
Cancel(self, true);
return false;
}
return true;
}
protected override void OnInside(Actor self)
protected override void OnEnterComplete(Actor self, Actor targetActor)
{
var stance = self.Owner.Stances[target.Owner];
// Make sure the target hasn't changed while entering
// OnEnterComplete is only called if targetActor is alive
if (targetActor != enterActor)
return;
if (enterHealth.DamageState == DamageState.Undamaged)
return;
var stance = self.Owner.Stances[enterActor.Owner];
if (!stance.HasStance(validStances))
return;
if (health.DamageState == DamageState.Undamaged)
if (enterHealth.DamageState == DamageState.Undamaged)
return;
target.InflictDamage(self, new Damage(-health.MaxHP));
enterActor.InflictDamage(self, new Damage(-enterHealth.MaxHP));
if (enterBehaviour == EnterBehaviour.Dispose)
self.Dispose();
else if (enterBehaviour == EnterBehaviour.Suicide)
self.Kill(self);
}
}
}