Added HpPerStep to Repairable for enable repair speed to be changed per unit.
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@@ -23,6 +23,7 @@ namespace OpenRA.Mods.Common.Activities
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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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int remainingTicks;
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bool played = false;
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@@ -33,6 +34,7 @@ namespace OpenRA.Mods.Common.Activities
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this.closeEnough = closeEnough;
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allRepairsUnits = host.TraitsImplementing<RepairsUnits>().ToArray();
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health = self.TraitOrDefault<Health>();
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repairable = self.TraitOrDefault<Repairable>();
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}
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protected override void OnFirstRun(Actor self)
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@@ -97,7 +99,7 @@ namespace OpenRA.Mods.Common.Activities
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if (remainingTicks == 0)
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{
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var unitCost = self.Info.TraitInfo<ValuedInfo>().Cost;
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var hpToRepair = repairsUnits.Info.HpPerStep;
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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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@@ -26,19 +26,22 @@ namespace OpenRA.Mods.Common.Traits
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[VoiceReference] public readonly string Voice = "Action";
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[Desc("The amount the unit will be repaired at each step. Use -1 for fallback behavior where HpPerStep from RepairUnit trait will be used.")]
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public readonly int HpPerStep = -1;
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public virtual object Create(ActorInitializer init) { return new Repairable(init.Self, this); }
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}
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class Repairable : IIssueOrder, IResolveOrder, IOrderVoice
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{
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readonly RepairableInfo info;
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public readonly RepairableInfo Info;
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readonly Health health;
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readonly IMove movement;
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readonly AmmoPool[] ammoPools;
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public Repairable(Actor self, RepairableInfo info)
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{
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this.info = info;
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Info = info;
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health = self.Trait<Health>();
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movement = self.Trait<IMove>();
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ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
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@@ -62,12 +65,12 @@ namespace OpenRA.Mods.Common.Traits
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bool CanRepairAt(Actor target)
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{
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return info.RepairBuildings.Contains(target.Info.Name);
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return Info.RepairBuildings.Contains(target.Info.Name);
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}
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bool CanRearmAt(Actor target)
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{
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return info.RepairBuildings.Contains(target.Info.Name);
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return Info.RepairBuildings.Contains(target.Info.Name);
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}
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bool CanRepair()
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@@ -82,7 +85,7 @@ namespace OpenRA.Mods.Common.Traits
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return (order.OrderString == "Repair" && CanRepair()) ? info.Voice : null;
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return (order.OrderString == "Repair" && CanRepair()) ? Info.Voice : null;
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}
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public void ResolveOrder(Actor self, Order order)
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@@ -133,7 +136,7 @@ namespace OpenRA.Mods.Common.Traits
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var repairBuilding = self.World.ActorsWithTrait<RepairsUnits>()
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.Where(a => !a.Actor.IsDead && a.Actor.IsInWorld
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&& a.Actor.Owner.IsAlliedWith(self.Owner) &&
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info.RepairBuildings.Contains(a.Actor.Info.Name))
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Info.RepairBuildings.Contains(a.Actor.Info.Name))
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.OrderBy(p => (self.Location - p.Actor.Location).LengthSquared);
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// Worst case FirstOrDefault() will return a TraitPair<null, null>, which is OK.
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