Move everything Repair-related to Mods.Common
This commit is contained in:
@@ -1,65 +0,0 @@
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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
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Traits;
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namespace OpenRA.Mods.RA.Effects
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{
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class RepairIndicator : IEffect
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{
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readonly Actor building;
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readonly string palettePrefix;
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readonly Animation anim;
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readonly RepairableBuilding rb;
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int shownPlayer = 0;
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public RepairIndicator(Actor building, string palettePrefix)
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{
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this.building = building;
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this.palettePrefix = palettePrefix;
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rb = building.TraitOrDefault<RepairableBuilding>();
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anim = new Animation(building.World, "allyrepair");
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anim.Paused = () => !rb.RepairActive || rb.IsTraitDisabled;
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CycleRepairer();
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}
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public void Tick(World world)
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{
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if (!building.IsInWorld || building.IsDead ||
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rb == null || !rb.Repairers.Any())
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world.AddFrameEndTask(w => w.Remove(this));
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anim.Tick();
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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if (building.Destroyed || wr.World.FogObscures(building) || rb.Repairers.Count == 0)
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return SpriteRenderable.None;
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var palette = wr.Palette(palettePrefix + rb.Repairers[shownPlayer % rb.Repairers.Count].InternalName);
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return anim.Render(building.CenterPosition, palette);
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}
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void CycleRepairer()
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{
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anim.PlayThen("repair", CycleRepairer);
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if (++shownPlayer == rb.Repairers.Count)
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shownPlayer = 0;
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}
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}
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}
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@@ -82,7 +82,6 @@
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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\HackyAI.cs" />
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<Compile Include="Player\AllyRepair.cs" />
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<Compile Include="Render\WithIdleOverlay.cs" />
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<Compile Include="Traits\AcceptsSupplies.cs" />
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<Compile Include="Activities\ExternalCaptureActor.cs" />
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@@ -132,7 +131,6 @@
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<Compile Include="Traits\DemoTruck.cs" />
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<Compile Include="Effects\GpsDot.cs" />
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<Compile Include="Effects\Parachute.cs" />
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<Compile Include="Effects\RepairIndicator.cs" />
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<Compile Include="EmitInfantryOnSell.cs" />
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<Compile Include="Invulnerable.cs" />
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<Compile Include="Captures.cs" />
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@@ -145,7 +143,6 @@
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<Compile Include="Traits\Minelayer.cs" />
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<Compile Include="Orders\PlaceBuildingOrderGenerator.cs" />
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<Compile Include="Orders\GlobalButtonOrderGenerator.cs" />
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<Compile Include="Orders\RepairOrderGenerator.cs" />
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<Compile Include="ParaDrop.cs" />
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<Compile Include="Player\ClassicProductionQueue.cs" />
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<Compile Include="Player\PlaceBuilding.cs" />
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@@ -162,8 +159,6 @@
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<Compile Include="Render\RenderHarvester.cs" />
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<Compile Include="Render\RenderDisguise.cs" />
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<Compile Include="Render\RenderLandingCraft.cs" />
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<Compile Include="Repairable.cs" />
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<Compile Include="RepairableNear.cs" />
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<Compile Include="Disguise.cs" />
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<Compile Include="Traits\SupplyTruck.cs" />
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<Compile Include="SupportPowers\AirstrikePower.cs" />
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@@ -178,7 +173,6 @@
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<Compile Include="Traits\Buildings\Fake.cs" />
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<Compile Include="Traits\Buildings\OreRefinery.cs" />
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<Compile Include="Traits\Buildings\PrimaryBuilding.cs" />
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<Compile Include="Traits\Buildings\RepairableBuilding.cs" />
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<Compile Include="Traits\Harvester.cs" />
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<Compile Include="Traits\HarvesterHuskModifier.cs" />
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<Compile Include="Traits\LeavesHusk.cs" />
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@@ -252,8 +246,6 @@
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<Compile Include="Scripting\Properties\PlayerProperties.cs" />
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<Compile Include="Scripting\Properties\TransportProperties.cs" />
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<Compile Include="Scripting\Properties\ChronosphereProperties.cs" />
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<Compile Include="Render\WithRepairAnimation.cs" />
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<Compile Include="Render\WithRepairOverlay.cs" />
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<Compile Include="Lint\CheckPlayers.cs" />
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<Compile Include="Lint\CheckActors.cs" />
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<Compile Include="Lint\CheckMapCordon.cs" />
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@@ -1,64 +0,0 @@
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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.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common;
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using OpenRA.Mods.RA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Orders
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{
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public class RepairOrderGenerator : IOrderGenerator
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{
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public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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world.CancelInputMode();
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return OrderInner(world, mi);
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}
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IEnumerable<Order> OrderInner(World world, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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{
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var underCursor = world.ScreenMap.ActorsAt(mi)
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.FirstOrDefault(a => !world.FogObscures(a) && a.AppearsFriendlyTo(world.LocalPlayer.PlayerActor)
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&& a.TraitsImplementing<RepairableBuilding>().Any(t => !t.IsTraitDisabled));
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if (underCursor == null)
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yield break;
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if (underCursor.Info.Traits.Contains<RepairableBuildingInfo>()
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&& underCursor.GetDamageState() > DamageState.Undamaged)
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yield return new Order("RepairBuilding", world.LocalPlayer.PlayerActor, false) { TargetActor = underCursor };
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}
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}
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public void Tick(World world)
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{
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if (world.LocalPlayer != null &&
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world.LocalPlayer.WinState != WinState.Undefined)
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world.CancelInputMode();
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
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public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world) { yield break; }
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public string GetCursor(World world, CPos xy, MouseInput mi)
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{
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mi.Button = MouseButton.Left;
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return OrderInner(world, mi).Any()
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? "repair" : "repair-blocked";
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}
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}
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}
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@@ -1,33 +0,0 @@
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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.Mods.Common;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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[Desc("Attach this to the player actor to allow building repair by team mates.")]
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class AllyRepairInfo : TraitInfo<AllyRepair> { }
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class AllyRepair : IResolveOrder
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{
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "RepairBuilding")
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{
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var building = order.TargetActor;
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if (building.HasTrait<RepairableBuilding>())
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if (building.AppearsFriendlyTo(self))
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building.Trait<RepairableBuilding>().RepairBuilding(building, self.Owner);
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}
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}
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}
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}
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@@ -1,47 +0,0 @@
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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.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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[Desc("Replaces the building animation when it repairs a unit.")]
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public class WithRepairAnimationInfo : ITraitInfo, Requires<RenderBuildingInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "active";
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public readonly bool PauseOnLowPower = false;
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public object Create(ActorInitializer init) { return new WithRepairAnimation(init.Self, this); }
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}
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public class WithRepairAnimation : INotifyRepair
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{
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IEnumerable<IDisable> disabled;
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WithRepairAnimationInfo info;
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public WithRepairAnimation(Actor self, WithRepairAnimationInfo info)
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{
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disabled = self.TraitsImplementing<IDisable>();
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this.info = info;
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}
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public void Repairing(Actor self, Actor host)
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{
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var building = host.TraitOrDefault<RenderBuilding>();
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if (building != null && !(info.PauseOnLowPower && disabled.Any(d => d.Disabled)))
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building.PlayCustomAnim(host, info.Sequence);
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}
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}
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}
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@@ -1,84 +0,0 @@
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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
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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[Desc("Displays an overlay when the building is being repaired by the player.")]
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public class WithRepairOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "active";
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[Desc("Position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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[Desc("Custom palette name")]
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public readonly string Palette = null;
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[Desc("Custom palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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public readonly bool PauseOnLowPower = false;
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public object Create(ActorInitializer init) { return new WithRepairOverlay(init.Self, this); }
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}
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public class WithRepairOverlay : INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyRepair
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{
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Animation overlay;
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bool buildComplete;
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public WithRepairOverlay(Actor self, WithRepairOverlayInfo info)
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{
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<IBodyOrientation>();
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var disabled = self.TraitsImplementing<IDisable>();
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buildComplete = !self.HasTrait<Building>(); // always render instantly for units
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overlay = new Animation(self.World, rs.GetImage(self));
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overlay.Play(info.Sequence);
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rs.Add("repair_{0}".F(info.Sequence),
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new AnimationWithOffset(overlay,
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
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() => !buildComplete,
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() => info.PauseOnLowPower && disabled.Any(d => d.Disabled),
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p => WithTurret.ZOffsetFromCenter(self, p, 1)),
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info.Palette, info.IsPlayerPalette);
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}
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public void BuildingComplete(Actor self)
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{
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self.World.AddFrameEndTask(w => w.Add(new DelayedAction(120, () =>
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buildComplete = true)));
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}
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public void Sold(Actor self) { }
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public void Selling(Actor self)
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{
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buildComplete = false;
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}
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public void DamageStateChanged(Actor self, AttackInfo e)
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{
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overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
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}
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public void Repairing(Actor self, Actor host)
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{
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overlay.Play(overlay.CurrentSequence.Name);
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}
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}
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}
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@@ -1,101 +0,0 @@
|
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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 System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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[Desc("This actor can be sent to a structure for repairs.")]
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class RepairableInfo : ITraitInfo, Requires<HealthInfo>
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{
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public readonly string[] RepairBuildings = { "fix" };
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public virtual object Create(ActorInitializer init) { return new Repairable(init.Self); }
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}
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class Repairable : IIssueOrder, IResolveOrder, IOrderVoice
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{
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readonly Actor self;
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readonly Health health;
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public Repairable(Actor self)
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{
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this.self = self;
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health = self.Trait<Health>();
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get
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{
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yield return new EnterAlliedActorTargeter<Building>("Repair", 5,
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target => CanRepairAt(target), _ => CanRepair());
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}
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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 == "Repair")
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return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
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return null;
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}
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bool CanRepairAt(Actor target)
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{
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return self.Info.Traits.Get<RepairableInfo>().RepairBuildings.Contains(target.Info.Name);
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}
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bool CanRepair()
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{
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var li = self.TraitOrDefault<LimitedAmmo>();
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return health.DamageState > DamageState.Undamaged || (li != null && !li.FullAmmo());
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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 == "Repair" && CanRepair()) ? "Move" : null;
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}
|
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|
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public void ResolveOrder(Actor self, Order order)
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{
|
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if (order.OrderString == "Repair")
|
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{
|
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if (!CanRepairAt(order.TargetActor) || !CanRepair())
|
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return;
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|
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var movement = self.Trait<IMove>();
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var target = Target.FromOrder(self.World, order);
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self.SetTargetLine(target, Color.Green);
|
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|
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self.CancelActivity();
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self.QueueActivity(new MoveAdjacentTo(self, target));
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self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(order.TargetActor.CenterPosition), order.TargetActor));
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self.QueueActivity(new Rearm(self));
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self.QueueActivity(new Repair(order.TargetActor));
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|
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var rp = order.TargetActor.TraitOrDefault<RallyPoint>();
|
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if (rp != null)
|
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self.QueueActivity(new CallFunc(() =>
|
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{
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self.SetTargetLine(Target.FromCell(self.World, rp.Location), Color.Green);
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self.QueueActivity(movement.MoveTo(rp.Location, order.TargetActor));
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}));
|
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}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,78 +0,0 @@
|
||||
#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 System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using OpenRA.Mods.Common.Activities;
|
||||
using OpenRA.Mods.Common.Orders;
|
||||
using OpenRA.Mods.Common.Traits;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Traits
|
||||
{
|
||||
class RepairableNearInfo : ITraitInfo, Requires<HealthInfo>
|
||||
{
|
||||
[ActorReference] public readonly string[] Buildings = { "spen", "syrd" };
|
||||
public readonly int CloseEnough = 4; /* cells */
|
||||
|
||||
public object Create(ActorInitializer init) { return new RepairableNear(init.Self, this); }
|
||||
}
|
||||
|
||||
class RepairableNear : IIssueOrder, IResolveOrder
|
||||
{
|
||||
readonly Actor self;
|
||||
readonly RepairableNearInfo info;
|
||||
|
||||
public RepairableNear(Actor self, RepairableNearInfo info) { this.self = self; this.info = info; }
|
||||
|
||||
public IEnumerable<IOrderTargeter> Orders
|
||||
{
|
||||
get
|
||||
{
|
||||
yield return new EnterAlliedActorTargeter<Building>("RepairNear", 5,
|
||||
target => CanRepairAt(target), _ => ShouldRepair());
|
||||
}
|
||||
}
|
||||
|
||||
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
|
||||
{
|
||||
if (order.OrderID == "RepairNear")
|
||||
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
bool CanRepairAt(Actor target)
|
||||
{
|
||||
return info.Buildings.Contains(target.Info.Name);
|
||||
}
|
||||
|
||||
bool ShouldRepair()
|
||||
{
|
||||
return self.GetDamageState() > DamageState.Undamaged;
|
||||
}
|
||||
|
||||
public void ResolveOrder(Actor self, Order order)
|
||||
{
|
||||
if (order.OrderString == "RepairNear" && CanRepairAt(order.TargetActor) && ShouldRepair())
|
||||
{
|
||||
var movement = self.Trait<IMove>();
|
||||
var target = Target.FromOrder(self.World, order);
|
||||
|
||||
self.CancelActivity();
|
||||
self.QueueActivity(movement.MoveWithinRange(target, new WRange(1024 * info.CloseEnough)));
|
||||
self.QueueActivity(new Repair(order.TargetActor));
|
||||
|
||||
self.SetTargetLine(target, Color.Green, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -8,7 +8,7 @@
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using OpenRA.Mods.RA.Traits;
|
||||
using OpenRA.Mods.Common.Traits;
|
||||
using OpenRA.Scripting;
|
||||
using OpenRA.Traits;
|
||||
|
||||
|
||||
@@ -1,127 +0,0 @@
|
||||
#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 System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Mods.Common;
|
||||
using OpenRA.Mods.Common.Traits;
|
||||
using OpenRA.Mods.RA.Effects;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Traits
|
||||
{
|
||||
[Desc("Building can be repaired by the repair button.")]
|
||||
public class RepairableBuildingInfo : UpgradableTraitInfo, ITraitInfo, Requires<HealthInfo>
|
||||
{
|
||||
public readonly int RepairPercent = 20;
|
||||
public readonly int RepairInterval = 24;
|
||||
public readonly int RepairStep = 7;
|
||||
public readonly int[] RepairBonuses = { 100, 150, 175, 200, 220, 240, 260, 280, 300 };
|
||||
public readonly bool CancelWhenDisabled = false;
|
||||
|
||||
public readonly string IndicatorPalettePrefix = "player";
|
||||
|
||||
public object Create(ActorInitializer init) { return new RepairableBuilding(init.Self, this); }
|
||||
}
|
||||
|
||||
public class RepairableBuilding : UpgradableTrait<RepairableBuildingInfo>, ITick
|
||||
{
|
||||
[Sync]
|
||||
public int RepairersHash { get { return Repairers.Aggregate(0, (code, player) => code ^ Sync.HashPlayer(player)); } }
|
||||
public List<Player> Repairers = new List<Player>();
|
||||
|
||||
readonly Health health;
|
||||
public bool RepairActive = false;
|
||||
|
||||
public RepairableBuilding(Actor self, RepairableBuildingInfo info)
|
||||
: base(info)
|
||||
{
|
||||
health = self.Trait<Health>();
|
||||
}
|
||||
|
||||
public void RepairBuilding(Actor self, Player player)
|
||||
{
|
||||
if (!IsTraitDisabled && self.AppearsFriendlyTo(player.PlayerActor))
|
||||
{
|
||||
// If the player won't affect the repair, we won't add him
|
||||
if (!Repairers.Remove(player) && Repairers.Count < Info.RepairBonuses.Length)
|
||||
{
|
||||
Repairers.Add(player);
|
||||
Sound.PlayNotification(self.World.Map.Rules, player, "Speech", "Repairing", player.Country.Race);
|
||||
|
||||
self.World.AddFrameEndTask(w =>
|
||||
{
|
||||
if (!self.IsDead)
|
||||
w.Add(new RepairIndicator(self, Info.IndicatorPalettePrefix));
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int remainingTicks;
|
||||
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
if (IsTraitDisabled)
|
||||
{
|
||||
if (RepairActive && Info.CancelWhenDisabled)
|
||||
{
|
||||
Repairers.Clear();
|
||||
RepairActive = false;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (remainingTicks == 0)
|
||||
{
|
||||
Repairers = Repairers.Where(player => player.WinState == WinState.Undefined
|
||||
&& player.Stances[self.Owner] == Stance.Ally).ToList();
|
||||
|
||||
// If after the previous operation there's no repairers left, stop
|
||||
if (!Repairers.Any()) return;
|
||||
var buildingValue = self.GetSellValue();
|
||||
|
||||
// The cost is the same regardless of the amount of people repairing
|
||||
var hpToRepair = Math.Min(Info.RepairStep, health.MaxHP - health.HP);
|
||||
var cost = Math.Max(1, (hpToRepair * Info.RepairPercent * buildingValue) / (health.MaxHP * 100));
|
||||
|
||||
// TakeCash will return false if the player can't pay, and will stop him from contributing this Tick
|
||||
var activePlayers = Repairers.Count(player => player.PlayerActor.Trait<PlayerResources>().TakeCash(cost));
|
||||
|
||||
RepairActive = activePlayers > 0;
|
||||
|
||||
if (!RepairActive)
|
||||
{
|
||||
remainingTicks = 1;
|
||||
return;
|
||||
}
|
||||
|
||||
// Bonus is applied after finding players who can pay
|
||||
|
||||
// activePlayers won't cause IndexOutOfRange because we capped the max amount of players
|
||||
// to the length of the array
|
||||
self.InflictDamage(self, -(hpToRepair * Info.RepairBonuses[activePlayers - 1] / 100), null);
|
||||
|
||||
if (health.DamageState == DamageState.Undamaged)
|
||||
{
|
||||
Repairers.Clear();
|
||||
RepairActive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
remainingTicks = Info.RepairInterval;
|
||||
}
|
||||
else
|
||||
--remainingTicks;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -10,10 +10,10 @@
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using OpenRA.Mods.Common.Orders;
|
||||
using OpenRA.Mods.Common.Traits;
|
||||
using OpenRA.Mods.Common.Widgets;
|
||||
using OpenRA.Mods.RA.Orders;
|
||||
using OpenRA.Traits;
|
||||
using OpenRA.Widgets;
|
||||
|
||||
namespace OpenRA.Mods.RA.Widgets.Logic
|
||||
|
||||
Reference in New Issue
Block a user