Move Enter and Repair Building activities, EngineerRepair trait and ActorExts to Mods.Common and extract IgnoresDisguise trait to its own file
This commit is contained in:
269
OpenRA.Mods.Common/Activities/Enter.cs
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269
OpenRA.Mods.Common/Activities/Enter.cs
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@@ -0,0 +1,269 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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 System;
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using System.Linq;
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using OpenRA.Activities;
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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 abstract class Enter : Activity
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{
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public enum ReserveStatus { None, TooFar, Pending, Ready }
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enum State { ApproachingOrEntering, Inside, Exiting, Done }
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readonly IMove move;
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readonly int maxTries = 0;
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readonly bool targetCenter;
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public Target Target { get { return target; } }
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Target target;
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State nextState = State.ApproachingOrEntering; // Hint/starting point for next state
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bool isEnteringOrInside = false; // Used to know if exiting should be used
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WPos savedPos; // Position just before entering
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Activity inner;
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bool firstApproach = true;
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protected Enter(Actor self, Actor target, int maxTries = 1, bool targetCenter = false)
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{
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this.move = self.Trait<IMove>();
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this.target = Target.FromActor(target);
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this.maxTries = maxTries;
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this.targetCenter = targetCenter;
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}
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// CanEnter(target) should to be true; othwise, Enter may abort.
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// Tries counter starts at 1 (reset every tick)
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protected virtual bool TryGetAlternateTarget(Actor self, int tries, ref Target target) { return false; }
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protected virtual bool CanReserve(Actor self) { return true; }
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protected virtual ReserveStatus Reserve(Actor self)
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{
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return !CanReserve(self) ? ReserveStatus.None : move.CanEnterTargetNow(self, target) ? ReserveStatus.Ready : ReserveStatus.TooFar;
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}
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protected virtual void Unreserve(Actor self, bool abort) { }
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protected virtual void OnInside(Actor self) { }
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protected bool TryGetAlternateTargetInCircle(Actor self, WRange radius, Action<Target> update, Func<Actor, bool> primaryFilter, Func<Actor, bool>[] preferenceFilters = null)
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{
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var radiusSquared = radius.Range * radius.Range;
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var diff = new WVec(radius, radius, WRange.Zero);
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var candidates = self.World.ActorMap.ActorsInBox(self.CenterPosition - diff, self.CenterPosition + diff)
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.Where(primaryFilter).Select(a => new { Actor = a, Ls = (self.CenterPosition - a.CenterPosition).HorizontalLengthSquared })
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.Where(p => p.Ls <= radiusSquared).OrderBy(p => p.Ls).Select(p => p.Actor);
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if (preferenceFilters != null)
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foreach (var filter in preferenceFilters)
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{
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var preferredCandidate = candidates.FirstOrDefault(filter);
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if (preferredCandidate == null)
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continue;
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target = Target.FromActor(preferredCandidate);
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update(target);
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return true;
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}
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var candidate = candidates.FirstOrDefault();
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if (candidate == null)
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return false;
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target = Target.FromActor(candidate);
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update(target);
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return true;
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}
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// Called when inner activity is this and returns inner activity for next tick.
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protected virtual Activity InsideTick(Actor self) { return null; }
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// Abort entering and/or leave if necessary
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protected virtual void AbortOrExit(Actor self)
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{
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if (nextState == State.Done)
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return;
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nextState = isEnteringOrInside ? State.Exiting : State.Done;
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if (inner == this)
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inner = null;
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else if (inner != null)
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inner.Cancel(self);
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if (isEnteringOrInside)
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Unreserve(self, true);
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}
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// Cancel inner activity and mark as done unless already leaving or done
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protected void Done(Actor self)
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{
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if (nextState == State.Done)
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return;
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nextState = State.Done;
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if (inner == this)
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inner = null;
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else if (inner != null)
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inner.Cancel(self);
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}
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public override void Cancel(Actor self)
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{
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AbortOrExit(self);
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if (nextState < State.Exiting)
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base.Cancel(self);
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else
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NextActivity = null;
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}
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ReserveStatus TryReserveElseTryAlternateReserve(Actor self)
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{
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for (var tries = 0;;)
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switch (Reserve(self))
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{
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case ReserveStatus.None:
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if (++tries > maxTries || !TryGetAlternateTarget(self, tries, ref target))
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return ReserveStatus.None;
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continue;
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case ReserveStatus.TooFar:
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// Always goto to transport on first approach
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if (firstApproach)
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{
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firstApproach = false;
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return ReserveStatus.TooFar;
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}
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if (++tries > maxTries)
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return ReserveStatus.TooFar;
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Target t = target;
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if (!TryGetAlternateTarget(self, tries, ref t))
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return ReserveStatus.TooFar;
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if ((target.CenterPosition - self.CenterPosition).HorizontalLengthSquared <= (t.CenterPosition - self.CenterPosition).HorizontalLengthSquared)
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return ReserveStatus.TooFar;
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target = t;
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continue;
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case ReserveStatus.Pending:
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return ReserveStatus.Pending;
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case ReserveStatus.Ready:
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return ReserveStatus.Ready;
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}
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}
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State FindAndTransitionToNextState(Actor self)
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{
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switch (nextState)
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{
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case State.ApproachingOrEntering:
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// Reserve to enter or approach
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isEnteringOrInside = false;
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switch (TryReserveElseTryAlternateReserve(self))
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{
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case ReserveStatus.None:
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return State.Done; // No available target -> abort to next activity
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case ReserveStatus.TooFar:
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inner = move.MoveToTarget(self, targetCenter ? Target.FromPos(target.CenterPosition) : target); // Approach
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return State.ApproachingOrEntering;
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case ReserveStatus.Pending:
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return State.ApproachingOrEntering; // Retry next tick
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case ReserveStatus.Ready:
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break; // Reserved target -> start entering target
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}
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// Entering
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isEnteringOrInside = true;
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savedPos = self.CenterPosition; // Save position of self, before entering, for returning on exit
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inner = move.MoveIntoTarget(self, target); // Enter
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if (inner != null)
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{
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nextState = State.Inside; // Should be inside once inner activity is null
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return State.ApproachingOrEntering;
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}
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// Can enter but there is no activity for it, so go inside without one
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goto case State.Inside;
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case State.Inside:
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// Might as well teleport into target if there is no MoveIntoTarget activity
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if (nextState == State.ApproachingOrEntering)
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nextState = State.Inside;
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// Otherwise, try to recover from moving target
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else if (target.CenterPosition != self.CenterPosition)
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{
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nextState = State.ApproachingOrEntering;
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Unreserve(self, false);
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if (Reserve(self) == ReserveStatus.Ready)
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{
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inner = move.MoveIntoTarget(self, target); // Enter
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if (inner != null)
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return State.ApproachingOrEntering;
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nextState = State.ApproachingOrEntering;
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goto case State.ApproachingOrEntering;
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}
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nextState = State.ApproachingOrEntering;
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isEnteringOrInside = false;
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inner = move.MoveIntoWorld(self, self.World.Map.CellContaining(savedPos));
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return State.ApproachingOrEntering;
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}
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OnInside(self);
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// Return if Abort(Actor) or Done(self) was called from OnInside.
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if (nextState >= State.Exiting)
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return State.Inside;
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inner = this; // Start inside activity
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nextState = State.Exiting; // Exit once inner activity is null (unless Done(self) is called)
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return State.Inside;
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// TODO: Handle target moved while inside or always call done for movable targets and use a separate exit activity
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case State.Exiting:
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inner = move.MoveIntoWorld(self, self.World.Map.CellContaining(savedPos));
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// If not successfully exiting, retry on next tick
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if (inner == null)
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return State.Exiting;
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isEnteringOrInside = false;
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nextState = State.Done;
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return State.Exiting;
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case State.Done:
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return State.Done;
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}
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return State.Done; // dummy to quiet dumb compiler
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}
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Activity CanceledTick(Actor self)
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{
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if (inner == null)
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return Util.RunActivity(self, NextActivity);
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inner.Cancel(self);
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inner.Queue(NextActivity);
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return Util.RunActivity(self, inner);
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled)
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return CanceledTick(self);
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// Check target validity if not exiting or done
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if (nextState != State.Done && (target.Type != TargetType.Actor || !target.IsValidFor(self)))
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AbortOrExit(self);
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// If no current activity, tick next activity
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if (inner == null && FindAndTransitionToNextState(self) == State.Done)
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return CanceledTick(self);
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// Run inner activity/InsideTick
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inner = inner == this ? InsideTick(self) : Util.RunActivity(self, inner);
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return this;
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}
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}
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}
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40
OpenRA.Mods.Common/Activities/RepairBuilding.cs
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40
OpenRA.Mods.Common/Activities/RepairBuilding.cs
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@@ -0,0 +1,40 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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class RepairBuilding : Enter
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{
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readonly Actor target;
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readonly Health health;
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public RepairBuilding(Actor self, Actor target)
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: base(self, target)
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{
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this.target = target;
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health = target.Trait<Health>();
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}
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protected override bool CanReserve(Actor self)
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{
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return health.DamageState != DamageState.Undamaged;
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}
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protected override void OnInside(Actor self)
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{
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if (health.DamageState == DamageState.Undamaged)
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return;
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target.InflictDamage(self, -health.MaxHP, null);
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self.Destroy();
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}
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}
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}
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81
OpenRA.Mods.Common/ActorExts.cs
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81
OpenRA.Mods.Common/ActorExts.cs
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@@ -0,0 +1,81 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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 System.Drawing;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common
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{
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public static class ActorExts
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{
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public static bool AppearsFriendlyTo(this Actor self, Actor toActor)
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{
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var stance = toActor.Owner.Stances[self.Owner];
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if (stance == Stance.Ally)
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return true;
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if (self.EffectiveOwner != null && self.EffectiveOwner.Disguised && !toActor.HasTrait<IgnoresDisguise>())
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return toActor.Owner.Stances[self.EffectiveOwner.Owner] == Stance.Ally;
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return stance == Stance.Ally;
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}
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public static bool AppearsHostileTo(this Actor self, Actor toActor)
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{
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var stance = toActor.Owner.Stances[self.Owner];
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if (stance == Stance.Ally)
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return false; /* otherwise, we'll hate friendly disguised spies */
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if (self.EffectiveOwner != null && self.EffectiveOwner.Disguised && !toActor.HasTrait<IgnoresDisguise>())
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return toActor.Owner.Stances[self.EffectiveOwner.Owner] == Stance.Enemy;
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return stance == Stance.Enemy;
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}
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public static Target ResolveFrozenActorOrder(this Actor self, Order order, Color targetLine)
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{
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// Not targeting a frozen actor
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if (order.ExtraData == 0)
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return Target.FromOrder(self.World, order);
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// Targeted an actor under the fog
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var frozenLayer = self.Owner.PlayerActor.TraitOrDefault<FrozenActorLayer>();
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if (frozenLayer == null)
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return Target.Invalid;
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var frozen = frozenLayer.FromID(order.ExtraData);
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if (frozen == null)
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return Target.Invalid;
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// Flashes the frozen proxy
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self.SetTargetLine(frozen, targetLine, true);
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// Target is still alive - resolve the real order
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if (frozen.Actor != null && frozen.Actor.IsInWorld)
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return Target.FromActor(frozen.Actor);
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if (!order.Queued)
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self.CancelActivity();
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var move = self.TraitOrDefault<IMove>();
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if (move != null)
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{
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// Move within sight range of the frozen actor
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var sight = self.TraitOrDefault<RevealsShroud>();
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var range = sight != null ? sight.Range : WRange.FromCells(2);
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self.QueueActivity(move.MoveWithinRange(Target.FromPos(frozen.CenterPosition), range));
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}
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return Target.Invalid;
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}
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}
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}
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@@ -56,11 +56,14 @@
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Activities\Enter.cs" />
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<Compile Include="Activities\Move\Drag.cs" />
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<Compile Include="Activities\RemoveSelf.cs" />
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<Compile Include="Activities\RepairBuilding.cs" />
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<Compile Include="Activities\SimpleTeleport.cs" />
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<Compile Include="Activities\Turn.cs" />
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<Compile Include="Activities\Wait.cs" />
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<Compile Include="ActorExts.cs" />
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<Compile Include="Effects\Beacon.cs" />
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<Compile Include="Effects\Bullet.cs" />
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<Compile Include="Effects\Contrail.cs" />
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@@ -135,7 +138,9 @@
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<Compile Include="Traits\Buildings\RepairsUnits.cs" />
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<Compile Include="Traits\Buildings\FootprintUtils.cs" />
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<Compile Include="Traits\Burns.cs" />
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<Compile Include="Traits\IgnoresDisguise.cs" />
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<Compile Include="Traits\DetectCloaked.cs" />
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<Compile Include="Traits\EngineerRepair.cs" />
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<Compile Include="Traits\GainsExperience.cs" />
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<Compile Include="Traits\GivesBounty.cs" />
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<Compile Include="Traits\GivesExperience.cs" />
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124
OpenRA.Mods.Common/Traits/EngineerRepair.cs
Normal file
124
OpenRA.Mods.Common/Traits/EngineerRepair.cs
Normal file
@@ -0,0 +1,124 @@
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#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 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
|
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Can instantly repair other actors, but gets consumed afterwards.")]
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class EngineerRepairInfo : TraitInfo<EngineerRepair> { }
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class EngineerRepair : IIssueOrder, IResolveOrder, IOrderVoice
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{
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public IEnumerable<IOrderTargeter> Orders
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{
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get { yield return new EngineerRepairOrderTargeter(); }
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order.OrderID != "EngineerRepair")
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return null;
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if (target.Type == TargetType.FrozenActor)
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return new Order(order.OrderID, self, queued) { ExtraData = target.FrozenActor.ID };
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return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
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}
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static bool IsValidOrder(Actor self, Order order)
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{
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// Not targeting a frozen actor
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if (order.ExtraData == 0 && order.TargetActor == null)
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return false;
|
||||
|
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if (order.ExtraData != 0)
|
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{
|
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// Targeted an actor under the fog
|
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var frozenLayer = self.Owner.PlayerActor.TraitOrDefault<FrozenActorLayer>();
|
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if (frozenLayer == null)
|
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return false;
|
||||
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var frozen = frozenLayer.FromID(order.ExtraData);
|
||||
if (frozen == null)
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return false;
|
||||
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||||
return frozen.DamageState > DamageState.Undamaged;
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||||
}
|
||||
|
||||
return order.TargetActor.GetDamageState() > DamageState.Undamaged;
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||||
}
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||||
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||||
public string VoicePhraseForOrder(Actor self, Order order)
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||||
{
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||||
return order.OrderString == "EngineerRepair" && IsValidOrder(self, order)
|
||||
? "Attack" : null;
|
||||
}
|
||||
|
||||
public void ResolveOrder(Actor self, Order order)
|
||||
{
|
||||
if (order.OrderString != "EngineerRepair" || !IsValidOrder(self, order))
|
||||
return;
|
||||
|
||||
var target = self.ResolveFrozenActorOrder(order, Color.Yellow);
|
||||
if (target.Type != TargetType.Actor)
|
||||
return;
|
||||
|
||||
if (!order.Queued)
|
||||
self.CancelActivity();
|
||||
|
||||
self.SetTargetLine(target, Color.Yellow);
|
||||
self.QueueActivity(new RepairBuilding(self, target.Actor));
|
||||
}
|
||||
|
||||
class EngineerRepairOrderTargeter : UnitOrderTargeter
|
||||
{
|
||||
public EngineerRepairOrderTargeter()
|
||||
: base("EngineerRepair", 6, "goldwrench", false, true) { }
|
||||
|
||||
public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
|
||||
{
|
||||
if (!target.HasTrait<EngineerRepairable>())
|
||||
return false;
|
||||
|
||||
if (self.Owner.Stances[target.Owner] != Stance.Ally)
|
||||
return false;
|
||||
|
||||
if (target.GetDamageState() == DamageState.Undamaged)
|
||||
cursor = "goldwrench-blocked";
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
|
||||
{
|
||||
if (!target.Info.Traits.Contains<EngineerRepairable>())
|
||||
return false;
|
||||
|
||||
if (self.Owner.Stances[target.Owner] != Stance.Ally)
|
||||
return false;
|
||||
|
||||
if (target.DamageState == DamageState.Undamaged)
|
||||
cursor = "goldwrench-blocked";
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Desc("Eligible for instant repair.")]
|
||||
class EngineerRepairableInfo : TraitInfo<EngineerRepairable> { }
|
||||
|
||||
class EngineerRepairable { }
|
||||
}
|
||||
19
OpenRA.Mods.Common/Traits/IgnoresDisguise.cs
Normal file
19
OpenRA.Mods.Common/Traits/IgnoresDisguise.cs
Normal file
@@ -0,0 +1,19 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 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.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Allows automatic targeting of disguised actors.")]
|
||||
class IgnoresDisguiseInfo : TraitInfo<IgnoresDisguise> { }
|
||||
|
||||
class IgnoresDisguise { }
|
||||
}
|
||||
Reference in New Issue
Block a user