#region Copyright & License Information /* * Copyright 2007-2016 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 System.Collections.Generic; using System.Drawing; using System.Linq; using OpenRA.Activities; using OpenRA.Mods.Common.Activities; using OpenRA.Mods.Common.Orders; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("This actor can be sent to a structure for repairs.")] class RepairableInfo : ITraitInfo, Requires, Requires { public readonly HashSet RepairBuildings = new HashSet { "fix" }; [VoiceReference] public readonly string Voice = "Action"; public virtual object Create(ActorInitializer init) { return new Repairable(init.Self, this); } } class Repairable : IIssueOrder, IResolveOrder, IOrderVoice { readonly RepairableInfo info; readonly Health health; readonly IMove movement; readonly AmmoPool[] ammoPools; public Repairable(Actor self, RepairableInfo info) { this.info = info; health = self.Trait(); movement = self.Trait(); ammoPools = self.TraitsImplementing().ToArray(); } public IEnumerable Orders { get { yield return new EnterAlliedActorTargeter("Repair", 5, CanRepairAt, _ => CanRepair() || CanRearm()); } } public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued) { if (order.OrderID == "Repair") return new Order(order.OrderID, self, queued) { TargetActor = target.Actor }; return null; } bool CanRepairAt(Actor target) { return info.RepairBuildings.Contains(target.Info.Name); } bool CanRearmAt(Actor target) { return info.RepairBuildings.Contains(target.Info.Name); } bool CanRepair() { return health.DamageState > DamageState.Undamaged; } bool CanRearm() { return ammoPools.Any(x => !x.Info.SelfReloads && !x.FullAmmo()); } public string VoicePhraseForOrder(Actor self, Order order) { return (order.OrderString == "Repair" && CanRepair()) ? info.Voice : null; } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "Repair") { if (!CanRepairAt(order.TargetActor) || (!CanRepair() && !CanRearm())) return; var target = Target.FromOrder(self.World, order); self.SetTargetLine(target, Color.Green); self.CancelActivity(); self.QueueActivity(new WaitForTransport(self, ActivityUtils.SequenceActivities(new MoveAdjacentTo(self, target), new CallFunc(() => AfterReachActivities(self, order, movement))))); TryCallTransport(self, target, new CallFunc(() => AfterReachActivities(self, order, movement))); } } void AfterReachActivities(Actor self, Order order, IMove movement) { if (!order.TargetActor.IsInWorld || order.TargetActor.IsDead || order.TargetActor.IsDisabled()) return; // TODO: This is hacky, but almost every single component affected // will need to be rewritten anyway, so this is OK for now. self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(order.TargetActor.CenterPosition), order.TargetActor)); if (CanRearmAt(order.TargetActor) && CanRearm()) self.QueueActivity(new Rearm(self)); self.QueueActivity(new Repair(order.TargetActor)); var rp = order.TargetActor.TraitOrDefault(); if (rp != null) { self.QueueActivity(new CallFunc(() => { self.SetTargetLine(Target.FromCell(self.World, rp.Location), Color.Green); self.QueueActivity(movement.MoveTo(rp.Location, order.TargetActor)); })); } } public Actor FindRepairBuilding(Actor self) { var repairBuilding = self.World.ActorsWithTrait() .Where(a => !a.Actor.IsDead && a.Actor.IsInWorld && a.Actor.Owner.IsAlliedWith(self.Owner) && info.RepairBuildings.Contains(a.Actor.Info.Name)) .OrderBy(p => (self.Location - p.Actor.Location).LengthSquared); // Worst case FirstOrDefault() will return a TraitPair, which is OK. return repairBuilding.FirstOrDefault().Actor; } static void TryCallTransport(Actor self, Target target, Activity nextActivity) { var transport = self.TraitOrDefault(); if (transport == null) return; var targetCell = self.World.Map.CellContaining(target.CenterPosition); if ((self.CenterPosition - target.CenterPosition).LengthSquared < transport.MinimumDistance.LengthSquared) return; transport.RequestTransport(targetCell, nextActivity); } } }