#region Copyright & License Information /* * Copyright 2007-2020 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.Linq; using OpenRA.Mods.Cnc.Traits; using OpenRA.Mods.Common.Activities; using OpenRA.Mods.Common.Traits; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Cnc.Activities { class Infiltrate : Enter { readonly Infiltrates infiltrates; readonly INotifyInfiltration[] notifiers; Actor enterActor; public Infiltrate(Actor self, in Target target, Infiltrates infiltrates) : base(self, target, Color.Crimson) { this.infiltrates = infiltrates; notifiers = self.TraitsImplementing().ToArray(); } protected override void TickInner(Actor self, in Target target, bool targetIsDeadOrHiddenActor) { if (infiltrates.IsTraitDisabled) Cancel(self, true); } protected override bool TryStartEnter(Actor self, Actor targetActor) { // Make sure we can still demolish the target before entering // (but not before, because this may stop the actor in the middle of nowhere) if (!infiltrates.CanInfiltrateTarget(self, Target.FromActor(targetActor))) { Cancel(self, true); return false; } enterActor = targetActor; return true; } protected override void OnEnterComplete(Actor self, Actor targetActor) { // Make sure the target hasn't changed while entering // OnEnterComplete is only called if targetActor is alive if (targetActor != enterActor || !infiltrates.CanInfiltrateTarget(self, Target.FromActor(targetActor))) return; foreach (var ini in notifiers) ini.Infiltrating(self); foreach (var t in targetActor.TraitsImplementing()) t.Infiltrated(targetActor, self, infiltrates.Info.Types); var exp = self.Owner.PlayerActor.TraitOrDefault(); exp?.GiveExperience(infiltrates.Info.PlayerExperience); if (!string.IsNullOrEmpty(infiltrates.Info.Notification)) Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", infiltrates.Info.Notification, self.Owner.Faction.InternalName); if (infiltrates.Info.EnterBehaviour == EnterBehaviour.Dispose) self.Dispose(); else if (infiltrates.Info.EnterBehaviour == EnterBehaviour.Suicide) self.Kill(self); } } }