Merge Rearm and Repair into Resupply activity
Allows parallel rearming and repairing.
This commit is contained in:
@@ -61,8 +61,7 @@ namespace OpenRA.Mods.Cnc.Activities
|
|||||||
// Add a CloseEnough range of 512 to the Rearm/Repair activities in order to ensure that we're at the host actor
|
// Add a CloseEnough range of 512 to the Rearm/Repair activities in order to ensure that we're at the host actor
|
||||||
QueueChild(self, new MoveAdjacentTo(self, Target.FromActor(rearmTarget)), true);
|
QueueChild(self, new MoveAdjacentTo(self, Target.FromActor(rearmTarget)), true);
|
||||||
QueueChild(self, movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget));
|
QueueChild(self, movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget));
|
||||||
QueueChild(self, new Rearm(self, rearmTarget, new WDist(512)));
|
QueueChild(self, new Resupply(self, rearmTarget, new WDist(512)));
|
||||||
QueueChild(self, new Repair(self, rearmTarget, new WDist(512)));
|
|
||||||
return this;
|
return this;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -28,12 +28,8 @@ namespace OpenRA.Mods.Common.Activities
|
|||||||
if (host == null)
|
if (host == null)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
var resupplyActivities = aircraft.GetResupplyActivities(host).ToArray();
|
QueueChild(self, new Resupply(self, host, WDist.Zero));
|
||||||
if (resupplyActivities.Any())
|
|
||||||
QueueChild(self, ActivityUtils.SequenceActivities(self, resupplyActivities));
|
|
||||||
|
|
||||||
QueueChild(self, new AllowYieldingReservation(self));
|
QueueChild(self, new AllowYieldingReservation(self));
|
||||||
|
|
||||||
if (aircraft.Info.TakeOffOnResupply)
|
if (aircraft.Info.TakeOffOnResupply)
|
||||||
QueueChild(self, new TakeOff(self, (a, b, c) => NextActivity == null && b.NextActivity == null));
|
QueueChild(self, new TakeOff(self, (a, b, c) => NextActivity == null && b.NextActivity == null));
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,101 +0,0 @@
|
|||||||
#region Copyright & License Information
|
|
||||||
/*
|
|
||||||
* Copyright 2007-2019 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, either version 3 of
|
|
||||||
* the License, or (at your option) any later version. For more
|
|
||||||
* information, see COPYING.
|
|
||||||
*/
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
using OpenRA.Activities;
|
|
||||||
using OpenRA.Mods.Common.Traits;
|
|
||||||
using OpenRA.Traits;
|
|
||||||
|
|
||||||
namespace OpenRA.Mods.Common.Activities
|
|
||||||
{
|
|
||||||
public class Rearm : Activity
|
|
||||||
{
|
|
||||||
readonly Target host;
|
|
||||||
readonly WDist closeEnough;
|
|
||||||
readonly Rearmable rearmable;
|
|
||||||
|
|
||||||
public Rearm(Actor self, Actor host, WDist closeEnough)
|
|
||||||
{
|
|
||||||
this.host = Target.FromActor(host);
|
|
||||||
this.closeEnough = closeEnough;
|
|
||||||
rearmable = self.Trait<Rearmable>();
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnFirstRun(Actor self)
|
|
||||||
{
|
|
||||||
// Reset the ReloadDelay to avoid any issues with early cancellation
|
|
||||||
// from previous reload attempts (explicit order, host building died, etc).
|
|
||||||
// HACK: this really shouldn't be managed from here
|
|
||||||
foreach (var pool in rearmable.RearmableAmmoPools)
|
|
||||||
pool.RemainingTicks = pool.Info.ReloadDelay;
|
|
||||||
|
|
||||||
if (host.Type == TargetType.Invalid)
|
|
||||||
return;
|
|
||||||
|
|
||||||
foreach (var notify in host.Actor.TraitsImplementing<INotifyRearm>())
|
|
||||||
notify.RearmingStarted(host.Actor, self);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnLastRun(Actor self)
|
|
||||||
{
|
|
||||||
if (host.Type == TargetType.Invalid)
|
|
||||||
return;
|
|
||||||
|
|
||||||
foreach (var notify in host.Actor.TraitsImplementing<INotifyRearm>())
|
|
||||||
notify.RearmingFinished(host.Actor, self);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnActorDispose(Actor self)
|
|
||||||
{
|
|
||||||
// If the actor died (or will be disposed directly) this tick, Activity.TickOuter won't be ticked again,
|
|
||||||
// so we need to run OnLastRun directly (otherwise it would be skipped completely).
|
|
||||||
OnLastRun(self);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Activity Tick(Actor self)
|
|
||||||
{
|
|
||||||
if (IsCanceling)
|
|
||||||
return NextActivity;
|
|
||||||
|
|
||||||
if (host.Type == TargetType.Invalid)
|
|
||||||
return NextActivity;
|
|
||||||
|
|
||||||
if (closeEnough.LengthSquared > 0 && !host.IsInRange(self.CenterPosition, closeEnough))
|
|
||||||
return NextActivity;
|
|
||||||
|
|
||||||
var complete = true;
|
|
||||||
foreach (var pool in rearmable.RearmableAmmoPools)
|
|
||||||
{
|
|
||||||
if (!pool.FullAmmo())
|
|
||||||
{
|
|
||||||
Reload(self, host.Actor, pool);
|
|
||||||
complete = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return complete ? NextActivity : this;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Reload(Actor self, Actor host, AmmoPool ammoPool)
|
|
||||||
{
|
|
||||||
if (--ammoPool.RemainingTicks <= 0)
|
|
||||||
{
|
|
||||||
foreach (var notify in host.TraitsImplementing<INotifyRearm>())
|
|
||||||
notify.Rearming(host, self);
|
|
||||||
|
|
||||||
ammoPool.RemainingTicks = ammoPool.Info.ReloadDelay;
|
|
||||||
if (!string.IsNullOrEmpty(ammoPool.Info.RearmSound))
|
|
||||||
Game.Sound.PlayToPlayer(SoundType.World, self.Owner, ammoPool.Info.RearmSound, self.CenterPosition);
|
|
||||||
|
|
||||||
ammoPool.GiveAmmo(self, ammoPool.Info.ReloadCount);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -17,48 +17,90 @@ using OpenRA.Traits;
|
|||||||
|
|
||||||
namespace OpenRA.Mods.Common.Activities
|
namespace OpenRA.Mods.Common.Activities
|
||||||
{
|
{
|
||||||
public class Repair : Activity
|
public class Resupply : Activity
|
||||||
{
|
{
|
||||||
readonly IHealth health;
|
readonly IHealth health;
|
||||||
readonly RepairsUnits[] allRepairsUnits;
|
readonly RepairsUnits[] allRepairsUnits;
|
||||||
readonly Target host;
|
readonly Target host;
|
||||||
readonly WDist closeEnough;
|
readonly WDist closeEnough;
|
||||||
readonly Repairable repairable;
|
readonly Repairable repairable;
|
||||||
|
readonly RepairableNear repairableNear;
|
||||||
|
readonly Rearmable rearmable;
|
||||||
|
|
||||||
int remainingTicks;
|
int remainingTicks;
|
||||||
bool played = false;
|
bool played;
|
||||||
|
bool paused;
|
||||||
|
bool repairComplete;
|
||||||
|
bool rearmComplete;
|
||||||
|
|
||||||
public Repair(Actor self, Actor host, WDist closeEnough)
|
public Resupply(Actor self, Actor host, WDist closeEnough)
|
||||||
{
|
{
|
||||||
this.host = Target.FromActor(host);
|
this.host = Target.FromActor(host);
|
||||||
this.closeEnough = closeEnough;
|
this.closeEnough = closeEnough;
|
||||||
allRepairsUnits = host.TraitsImplementing<RepairsUnits>().ToArray();
|
allRepairsUnits = host.TraitsImplementing<RepairsUnits>().ToArray();
|
||||||
health = self.TraitOrDefault<IHealth>();
|
health = self.TraitOrDefault<IHealth>();
|
||||||
repairable = self.TraitOrDefault<Repairable>();
|
repairable = self.TraitOrDefault<Repairable>();
|
||||||
|
repairableNear = self.TraitOrDefault<RepairableNear>();
|
||||||
|
rearmable = self.TraitOrDefault<Rearmable>();
|
||||||
|
|
||||||
|
repairComplete = health == null || health.DamageState == DamageState.Undamaged
|
||||||
|
|| !allRepairsUnits.Any()
|
||||||
|
|| ((repairable == null || !repairable.Info.RepairActors.Contains(host.Info.Name))
|
||||||
|
&& (repairableNear == null || !repairableNear.Info.RepairActors.Contains(host.Info.Name)));
|
||||||
|
|
||||||
|
rearmComplete = rearmable == null || !rearmable.Info.RearmActors.Contains(host.Info.Name) || rearmable.RearmableAmmoPools.All(p => p.FullAmmo());
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void OnFirstRun(Actor self)
|
protected override void OnFirstRun(Actor self)
|
||||||
{
|
{
|
||||||
if (host.Actor.IsDead)
|
if (host.Type == TargetType.Invalid)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
foreach (var depot in host.Actor.TraitsImplementing<INotifyRepair>())
|
if (!repairComplete)
|
||||||
depot.BeforeRepair(host.Actor, self);
|
foreach (var notifyRepair in host.Actor.TraitsImplementing<INotifyRepair>())
|
||||||
|
notifyRepair.BeforeRepair(host.Actor, self);
|
||||||
|
|
||||||
|
if (!rearmComplete)
|
||||||
|
{
|
||||||
|
foreach (var notifyRearm in host.Actor.TraitsImplementing<INotifyRearm>())
|
||||||
|
notifyRearm.RearmingStarted(host.Actor, self);
|
||||||
|
|
||||||
|
// Reset the ReloadDelay to avoid any issues with early cancellation
|
||||||
|
// from previous reload attempts (explicit order, host building died, etc).
|
||||||
|
// HACK: this really shouldn't be managed from here
|
||||||
|
foreach (var pool in rearmable.RearmableAmmoPools)
|
||||||
|
pool.RemainingTicks = pool.Info.ReloadDelay;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override Activity Tick(Actor self)
|
public override Activity Tick(Actor self)
|
||||||
{
|
{
|
||||||
if (IsCanceling)
|
if (IsCanceling)
|
||||||
{
|
return NextActivity;
|
||||||
if (remainingTicks-- == 0)
|
|
||||||
return NextActivity;
|
|
||||||
|
|
||||||
return this;
|
if (host.Type == TargetType.Invalid || health == null)
|
||||||
}
|
return NextActivity;
|
||||||
|
|
||||||
|
if (closeEnough.LengthSquared > 0 && !host.IsInRange(self.CenterPosition, closeEnough))
|
||||||
|
return NextActivity;
|
||||||
|
|
||||||
|
if (!repairComplete)
|
||||||
|
RepairTick(self);
|
||||||
|
|
||||||
|
if (!rearmComplete)
|
||||||
|
RearmTick(self);
|
||||||
|
|
||||||
|
if (repairComplete && rearmComplete)
|
||||||
|
return NextActivity;
|
||||||
|
|
||||||
|
return this;
|
||||||
|
}
|
||||||
|
|
||||||
|
void RepairTick(Actor self)
|
||||||
|
{
|
||||||
// First active.
|
// First active.
|
||||||
RepairsUnits repairsUnits = null;
|
RepairsUnits repairsUnits = null;
|
||||||
var paused = false;
|
paused = false;
|
||||||
foreach (var r in allRepairsUnits)
|
foreach (var r in allRepairsUnits)
|
||||||
{
|
{
|
||||||
if (!r.IsTraitDisabled)
|
if (!r.IsTraitDisabled)
|
||||||
@@ -74,13 +116,12 @@ namespace OpenRA.Mods.Common.Activities
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (repairsUnits == null)
|
if (repairsUnits == null)
|
||||||
return paused ? this : NextActivity;
|
{
|
||||||
|
if (!paused)
|
||||||
|
repairComplete = true;
|
||||||
|
|
||||||
if (host.Type == TargetType.Invalid || health == null)
|
return;
|
||||||
return NextActivity;
|
}
|
||||||
|
|
||||||
if (closeEnough.LengthSquared > 0 && !host.IsInRange(self.CenterPosition, closeEnough))
|
|
||||||
return NextActivity;
|
|
||||||
|
|
||||||
if (health.DamageState == DamageState.Undamaged)
|
if (health.DamageState == DamageState.Undamaged)
|
||||||
{
|
{
|
||||||
@@ -93,7 +134,11 @@ namespace OpenRA.Mods.Common.Activities
|
|||||||
|
|
||||||
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", repairsUnits.Info.FinishRepairingNotification, self.Owner.Faction.InternalName);
|
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", repairsUnits.Info.FinishRepairingNotification, self.Owner.Faction.InternalName);
|
||||||
|
|
||||||
return NextActivity;
|
foreach (var notifyRepair in host.Actor.TraitsImplementing<INotifyRepair>())
|
||||||
|
notifyRepair.AfterRepair(host.Actor, self);
|
||||||
|
|
||||||
|
repairComplete = true;
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (remainingTicks == 0)
|
if (remainingTicks == 0)
|
||||||
@@ -114,7 +159,7 @@ namespace OpenRA.Mods.Common.Activities
|
|||||||
if (!self.Owner.PlayerActor.Trait<PlayerResources>().TakeCash(cost, true))
|
if (!self.Owner.PlayerActor.Trait<PlayerResources>().TakeCash(cost, true))
|
||||||
{
|
{
|
||||||
remainingTicks = 1;
|
remainingTicks = 1;
|
||||||
return this;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
self.InflictDamage(host.Actor, new Damage(-hpToRepair));
|
self.InflictDamage(host.Actor, new Damage(-hpToRepair));
|
||||||
@@ -126,24 +171,38 @@ namespace OpenRA.Mods.Common.Activities
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
--remainingTicks;
|
--remainingTicks;
|
||||||
|
|
||||||
return this;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void OnLastRun(Actor self)
|
void RearmTick(Actor self)
|
||||||
{
|
{
|
||||||
if (host.Actor.IsDead)
|
rearmComplete = true;
|
||||||
return;
|
foreach (var pool in rearmable.RearmableAmmoPools)
|
||||||
|
{
|
||||||
|
if (!pool.FullAmmo())
|
||||||
|
{
|
||||||
|
Reload(self, host.Actor, pool);
|
||||||
|
rearmComplete = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
foreach (var depot in host.Actor.TraitsImplementing<INotifyRepair>())
|
if (rearmComplete)
|
||||||
depot.AfterRepair(host.Actor, self);
|
foreach (var notifyRearm in host.Actor.TraitsImplementing<INotifyRearm>())
|
||||||
|
notifyRearm.RearmingFinished(host.Actor, self);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void OnActorDispose(Actor self)
|
void Reload(Actor self, Actor host, AmmoPool ammoPool)
|
||||||
{
|
{
|
||||||
// If the actor died (or will be disposed directly) this tick, Activity.TickOuter won't be ticked again,
|
if (--ammoPool.RemainingTicks <= 0)
|
||||||
// so we need to run OnLastRun directly (otherwise it would be skipped completely).
|
{
|
||||||
OnLastRun(self);
|
foreach (var notify in host.TraitsImplementing<INotifyRearm>())
|
||||||
|
notify.Rearming(host, self);
|
||||||
|
|
||||||
|
ammoPool.RemainingTicks = ammoPool.Info.ReloadDelay;
|
||||||
|
if (!string.IsNullOrEmpty(ammoPool.Info.RearmSound))
|
||||||
|
Game.Sound.PlayToPlayer(SoundType.World, self.Owner, ammoPool.Info.RearmSound, self.CenterPosition);
|
||||||
|
|
||||||
|
ammoPool.GiveAmmo(self, ammoPool.Info.ReloadCount);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -100,9 +100,8 @@
|
|||||||
<Compile Include="Activities\Move\MoveWithinRange.cs" />
|
<Compile Include="Activities\Move\MoveWithinRange.cs" />
|
||||||
<Compile Include="Activities\Move\VisualMoveIntoTarget.cs" />
|
<Compile Include="Activities\Move\VisualMoveIntoTarget.cs" />
|
||||||
<Compile Include="Activities\Parachute.cs" />
|
<Compile Include="Activities\Parachute.cs" />
|
||||||
<Compile Include="Activities\Rearm.cs" />
|
|
||||||
<Compile Include="Activities\RemoveSelf.cs" />
|
<Compile Include="Activities\RemoveSelf.cs" />
|
||||||
<Compile Include="Activities\Repair.cs" />
|
<Compile Include="Activities\Resupply.cs" />
|
||||||
<Compile Include="Activities\RepairBridge.cs" />
|
<Compile Include="Activities\RepairBridge.cs" />
|
||||||
<Compile Include="Activities\RepairBuilding.cs" />
|
<Compile Include="Activities\RepairBuilding.cs" />
|
||||||
<Compile Include="Activities\Sell.cs" />
|
<Compile Include="Activities\Sell.cs" />
|
||||||
|
|||||||
@@ -541,16 +541,6 @@ namespace OpenRA.Mods.Common.Traits
|
|||||||
return Info.LandableTerrainTypes.Contains(type);
|
return Info.LandableTerrainTypes.Contains(type);
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool CanRearmAt(Actor host)
|
|
||||||
{
|
|
||||||
return rearmable != null && rearmable.Info.RearmActors.Contains(host.Info.Name) && rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo());
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool CanRepairAt(Actor host)
|
|
||||||
{
|
|
||||||
return repairable != null && repairable.Info.RepairActors.Contains(host.Info.Name) && self.GetDamageState() != DamageState.Undamaged;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool IsBlockedBy(Actor self, Actor otherActor, Actor ignoreActor)
|
bool IsBlockedBy(Actor self, Actor otherActor, Actor ignoreActor)
|
||||||
{
|
{
|
||||||
// We are not blocked by the actor we are ignoring.
|
// We are not blocked by the actor we are ignoring.
|
||||||
@@ -580,14 +570,14 @@ namespace OpenRA.Mods.Common.Traits
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public virtual IEnumerable<Activity> GetResupplyActivities(Actor a)
|
public bool CanRearmAt(Actor host)
|
||||||
{
|
{
|
||||||
// The ResupplyAircraft activity guarantees that we're on the helipad/repair depot
|
return rearmable != null && rearmable.Info.RearmActors.Contains(host.Info.Name) && rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo());
|
||||||
if (CanRearmAt(a))
|
}
|
||||||
yield return new Rearm(self, a, WDist.Zero);
|
|
||||||
|
|
||||||
if (CanRepairAt(a))
|
public bool CanRepairAt(Actor host)
|
||||||
yield return new Repair(self, a, WDist.Zero);
|
{
|
||||||
|
return repairable != null && repairable.Info.RepairActors.Contains(host.Info.Name) && self.GetDamageState() != DamageState.Undamaged;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ModifyDeathActorInit(Actor self, TypeDictionary init)
|
public void ModifyDeathActorInit(Actor self, TypeDictionary init)
|
||||||
|
|||||||
@@ -140,7 +140,7 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
|
|||||||
|
|
||||||
var activity = a.CurrentActivity;
|
var activity = a.CurrentActivity;
|
||||||
var type = activity.GetType();
|
var type = activity.GetType();
|
||||||
if (type == typeof(Rearm) || type == typeof(ResupplyAircraft))
|
if (type == typeof(Resupply) || type == typeof(ResupplyAircraft))
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
var next = activity.NextActivity;
|
var next = activity.NextActivity;
|
||||||
@@ -148,7 +148,7 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
|
|||||||
return false;
|
return false;
|
||||||
|
|
||||||
var nextType = next.GetType();
|
var nextType = next.GetType();
|
||||||
if (nextType == typeof(Rearm) || nextType == typeof(ResupplyAircraft))
|
if (nextType == typeof(Resupply) || nextType == typeof(ResupplyAircraft))
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
|
|||||||
@@ -134,11 +134,9 @@ namespace OpenRA.Mods.Common.Traits
|
|||||||
// TODO: This is hacky, but almost every single component affected
|
// TODO: This is hacky, but almost every single component affected
|
||||||
// will need to be rewritten anyway, so this is OK for now.
|
// will need to be rewritten anyway, so this is OK for now.
|
||||||
self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(targetActor.CenterPosition), targetActor));
|
self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(targetActor.CenterPosition), targetActor));
|
||||||
if (CanRearmAt(targetActor) && CanRearm())
|
|
||||||
self.QueueActivity(new Rearm(self, targetActor, new WDist(512)));
|
|
||||||
|
|
||||||
// Add a CloseEnough range of 512 to ensure we're at the host actor
|
// Add a CloseEnough range of 512 to ensure we're at the host actor
|
||||||
self.QueueActivity(new Repair(self, targetActor, new WDist(512)));
|
self.QueueActivity(new Resupply(self, targetActor, new WDist(512)));
|
||||||
|
|
||||||
var rp = targetActor.TraitOrDefault<RallyPoint>();
|
var rp = targetActor.TraitOrDefault<RallyPoint>();
|
||||||
if (rp != null)
|
if (rp != null)
|
||||||
|
|||||||
@@ -31,14 +31,14 @@ namespace OpenRA.Mods.Common.Traits
|
|||||||
|
|
||||||
class RepairableNear : IIssueOrder, IResolveOrder, IOrderVoice
|
class RepairableNear : IIssueOrder, IResolveOrder, IOrderVoice
|
||||||
{
|
{
|
||||||
|
public readonly RepairableNearInfo Info;
|
||||||
readonly Actor self;
|
readonly Actor self;
|
||||||
readonly RepairableNearInfo info;
|
|
||||||
readonly IMove movement;
|
readonly IMove movement;
|
||||||
|
|
||||||
public RepairableNear(Actor self, RepairableNearInfo info)
|
public RepairableNear(Actor self, RepairableNearInfo info)
|
||||||
{
|
{
|
||||||
this.self = self;
|
this.self = self;
|
||||||
this.info = info;
|
Info = info;
|
||||||
movement = self.Trait<IMove>();
|
movement = self.Trait<IMove>();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -61,7 +61,7 @@ namespace OpenRA.Mods.Common.Traits
|
|||||||
|
|
||||||
bool CanRepairAt(Actor target)
|
bool CanRepairAt(Actor target)
|
||||||
{
|
{
|
||||||
return info.RepairActors.Contains(target.Info.Name);
|
return Info.RepairActors.Contains(target.Info.Name);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool ShouldRepair()
|
bool ShouldRepair()
|
||||||
@@ -71,7 +71,7 @@ namespace OpenRA.Mods.Common.Traits
|
|||||||
|
|
||||||
public string VoicePhraseForOrder(Actor self, Order order)
|
public string VoicePhraseForOrder(Actor self, Order order)
|
||||||
{
|
{
|
||||||
return order.OrderString == "RepairNear" && ShouldRepair() ? info.Voice : null;
|
return order.OrderString == "RepairNear" && ShouldRepair() ? Info.Voice : null;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ResolveOrder(Actor self, Order order)
|
public void ResolveOrder(Actor self, Order order)
|
||||||
@@ -87,8 +87,8 @@ namespace OpenRA.Mods.Common.Traits
|
|||||||
if (!order.Queued)
|
if (!order.Queued)
|
||||||
self.CancelActivity();
|
self.CancelActivity();
|
||||||
|
|
||||||
self.QueueActivity(movement.MoveWithinRange(order.Target, info.CloseEnough, targetLineColor: Color.Green));
|
self.QueueActivity(movement.MoveWithinRange(order.Target, Info.CloseEnough, targetLineColor: Color.Green));
|
||||||
self.QueueActivity(new Repair(self, order.Target.Actor, info.CloseEnough));
|
self.QueueActivity(new Resupply(self, order.Target.Actor, Info.CloseEnough));
|
||||||
|
|
||||||
self.SetTargetLine(order.Target, Color.Green, false);
|
self.SetTargetLine(order.Target, Color.Green, false);
|
||||||
}
|
}
|
||||||
@@ -98,7 +98,7 @@ namespace OpenRA.Mods.Common.Traits
|
|||||||
var repairBuilding = self.World.ActorsWithTrait<RepairsUnits>()
|
var repairBuilding = self.World.ActorsWithTrait<RepairsUnits>()
|
||||||
.Where(a => !a.Actor.IsDead && a.Actor.IsInWorld
|
.Where(a => !a.Actor.IsDead && a.Actor.IsInWorld
|
||||||
&& a.Actor.Owner.IsAlliedWith(self.Owner) &&
|
&& a.Actor.Owner.IsAlliedWith(self.Owner) &&
|
||||||
info.RepairActors.Contains(a.Actor.Info.Name))
|
Info.RepairActors.Contains(a.Actor.Info.Name))
|
||||||
.OrderBy(p => (self.Location - p.Actor.Location).LengthSquared);
|
.OrderBy(p => (self.Location - p.Actor.Location).LengthSquared);
|
||||||
|
|
||||||
// Worst case FirstOrDefault() will return a TraitPair<null, null>, which is OK.
|
// Worst case FirstOrDefault() will return a TraitPair<null, null>, which is OK.
|
||||||
|
|||||||
Reference in New Issue
Block a user