#region Copyright & License Information /* * Copyright 2007-2018 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"; [Desc("The amount the unit will be repaired at each step. Use -1 for fallback behavior where HpPerStep from RepairUnit trait will be used.")] public readonly int HpPerStep = -1; public virtual object Create(ActorInitializer init) { return new Repairable(init.Self, this); } } class Repairable : IIssueOrder, IResolveOrder, IOrderVoice, INotifyCreated { public readonly RepairableInfo Info; readonly IHealth health; readonly IMove movement; Rearmable rearmable; public Repairable(Actor self, RepairableInfo info) { Info = info; health = self.Trait(); movement = self.Trait(); } void INotifyCreated.Created(Actor self) { rearmable = self.TraitOrDefault(); } 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, target, queued); return null; } bool CanRepairAt(Actor target) { return Info.RepairBuildings.Contains(target.Info.Name); } bool CanRearmAt(Actor target) { return rearmable != null && rearmable.Info.RearmActors.Contains(target.Info.Name); } bool CanRepair() { return health.DamageState > DamageState.Undamaged; } bool CanRearm() { return rearmable != null && rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo()); } public string VoicePhraseForOrder(Actor self, Order order) { return order.OrderString == "Repair" && (CanRepair() || CanRearm()) ? Info.Voice : null; } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "Repair") { // Repair orders are only valid for own/allied actors, // which are guaranteed to never be frozen. if (order.Target.Type != TargetType.Actor) return; if (!CanRepairAt(order.Target.Actor) || (!CanRepair() && !CanRearm())) return; if (!order.Queued) self.CancelActivity(); self.SetTargetLine(order.Target, Color.Green); self.QueueActivity(new WaitForTransport(self, ActivityUtils.SequenceActivities(new MoveAdjacentTo(self, order.Target), new CallFunc(() => AfterReachActivities(self, order, movement))))); TryCallTransport(self, order.Target, new CallFunc(() => AfterReachActivities(self, order, movement))); } } void AfterReachActivities(Actor self, Order order, IMove movement) { if (order.Target.Type != TargetType.Actor) return; var targetActor = order.Target.Actor; if (!targetActor.IsInWorld || targetActor.IsDead || targetActor.TraitsImplementing().All(r => r.IsTraitDisabled)) 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(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 self.QueueActivity(new Repair(self, targetActor, new WDist(512))); var rp = 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, 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 targetCell = self.World.Map.CellContaining(target.CenterPosition); var delta = (self.CenterPosition - target.CenterPosition).LengthSquared; var transports = self.TraitsImplementing() .Where(t => t.MinimumDistance.LengthSquared < delta); foreach (var t in transports) t.RequestTransport(self, targetCell, nextActivity); } } }