Merge Rearm and Repair into Resupply activity
Allows parallel rearming and repairing.
This commit is contained in:
208
OpenRA.Mods.Common/Activities/Resupply.cs
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208
OpenRA.Mods.Common/Activities/Resupply.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, 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.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 Resupply : Activity
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{
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readonly IHealth health;
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readonly RepairsUnits[] allRepairsUnits;
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readonly Target host;
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readonly WDist closeEnough;
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readonly Repairable repairable;
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readonly RepairableNear repairableNear;
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readonly Rearmable rearmable;
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int remainingTicks;
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bool played;
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bool paused;
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bool repairComplete;
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bool rearmComplete;
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public Resupply(Actor self, Actor host, WDist closeEnough)
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{
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this.host = Target.FromActor(host);
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this.closeEnough = closeEnough;
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allRepairsUnits = host.TraitsImplementing<RepairsUnits>().ToArray();
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health = self.TraitOrDefault<IHealth>();
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repairable = self.TraitOrDefault<Repairable>();
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repairableNear = self.TraitOrDefault<RepairableNear>();
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rearmable = self.TraitOrDefault<Rearmable>();
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repairComplete = health == null || health.DamageState == DamageState.Undamaged
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|| !allRepairsUnits.Any()
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|| ((repairable == null || !repairable.Info.RepairActors.Contains(host.Info.Name))
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&& (repairableNear == null || !repairableNear.Info.RepairActors.Contains(host.Info.Name)));
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rearmComplete = rearmable == null || !rearmable.Info.RearmActors.Contains(host.Info.Name) || rearmable.RearmableAmmoPools.All(p => p.FullAmmo());
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}
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protected override void OnFirstRun(Actor self)
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{
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if (host.Type == TargetType.Invalid)
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return;
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if (!repairComplete)
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foreach (var notifyRepair in host.Actor.TraitsImplementing<INotifyRepair>())
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notifyRepair.BeforeRepair(host.Actor, self);
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if (!rearmComplete)
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{
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foreach (var notifyRearm in host.Actor.TraitsImplementing<INotifyRearm>())
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notifyRearm.RearmingStarted(host.Actor, self);
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// Reset the ReloadDelay to avoid any issues with early cancellation
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// from previous reload attempts (explicit order, host building died, etc).
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// HACK: this really shouldn't be managed from here
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foreach (var pool in rearmable.RearmableAmmoPools)
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pool.RemainingTicks = pool.Info.ReloadDelay;
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}
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceling)
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return NextActivity;
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if (host.Type == TargetType.Invalid || health == null)
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return NextActivity;
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if (closeEnough.LengthSquared > 0 && !host.IsInRange(self.CenterPosition, closeEnough))
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return NextActivity;
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if (!repairComplete)
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RepairTick(self);
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if (!rearmComplete)
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RearmTick(self);
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if (repairComplete && rearmComplete)
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return NextActivity;
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return this;
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}
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void RepairTick(Actor self)
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{
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// First active.
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RepairsUnits repairsUnits = null;
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paused = false;
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foreach (var r in allRepairsUnits)
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{
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if (!r.IsTraitDisabled)
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{
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if (r.IsTraitPaused)
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paused = true;
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else
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{
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repairsUnits = r;
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break;
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}
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}
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}
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if (repairsUnits == null)
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{
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if (!paused)
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repairComplete = true;
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return;
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}
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if (health.DamageState == DamageState.Undamaged)
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{
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if (host.Actor.Owner != self.Owner)
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{
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var exp = host.Actor.Owner.PlayerActor.TraitOrDefault<PlayerExperience>();
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if (exp != null)
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exp.GiveExperience(repairsUnits.Info.PlayerExperience);
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}
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", repairsUnits.Info.FinishRepairingNotification, self.Owner.Faction.InternalName);
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foreach (var notifyRepair in host.Actor.TraitsImplementing<INotifyRepair>())
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notifyRepair.AfterRepair(host.Actor, self);
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repairComplete = true;
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return;
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}
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if (remainingTicks == 0)
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{
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var valued = self.Info.TraitInfoOrDefault<ValuedInfo>();
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var unitCost = valued != null ? valued.Cost : 0;
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var hpToRepair = repairable != null && repairable.Info.HpPerStep > 0 ? repairable.Info.HpPerStep : repairsUnits.Info.HpPerStep;
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// Cast to long to avoid overflow when multiplying by the health
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var cost = Math.Max(1, (int)(((long)hpToRepair * unitCost * repairsUnits.Info.ValuePercentage) / (health.MaxHP * 100L)));
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if (!played)
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{
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played = true;
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", repairsUnits.Info.StartRepairingNotification, self.Owner.Faction.InternalName);
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}
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if (!self.Owner.PlayerActor.Trait<PlayerResources>().TakeCash(cost, true))
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{
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remainingTicks = 1;
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return;
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}
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self.InflictDamage(host.Actor, new Damage(-hpToRepair));
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foreach (var depot in host.Actor.TraitsImplementing<INotifyRepair>())
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depot.RepairTick(host.Actor, self);
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remainingTicks = repairsUnits.Info.Interval;
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}
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else
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--remainingTicks;
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}
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void RearmTick(Actor self)
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{
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rearmComplete = true;
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foreach (var pool in rearmable.RearmableAmmoPools)
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{
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if (!pool.FullAmmo())
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{
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Reload(self, host.Actor, pool);
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rearmComplete = false;
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}
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}
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if (rearmComplete)
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foreach (var notifyRearm in host.Actor.TraitsImplementing<INotifyRearm>())
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notifyRearm.RearmingFinished(host.Actor, self);
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}
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void Reload(Actor self, Actor host, AmmoPool ammoPool)
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{
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if (--ammoPool.RemainingTicks <= 0)
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{
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foreach (var notify in host.TraitsImplementing<INotifyRearm>())
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notify.Rearming(host, self);
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ammoPool.RemainingTicks = ammoPool.Info.ReloadDelay;
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if (!string.IsNullOrEmpty(ammoPool.Info.RearmSound))
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Game.Sound.PlayToPlayer(SoundType.World, self.Owner, ammoPool.Info.RearmSound, self.CenterPosition);
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ammoPool.GiveAmmo(self, ammoPool.Info.ReloadCount);
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}
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}
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}
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}
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