#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 OpenRA.Mods.Common.Activities; using OpenRA.Mods.Common.Orders; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { class RepairableNearInfo : ITraitInfo, Requires, Requires { [ActorReference] public readonly HashSet Buildings = new HashSet { "spen", "syrd" }; public readonly WDist CloseEnough = WDist.FromCells(4); [VoiceReference] public readonly string Voice = "Action"; public object Create(ActorInitializer init) { return new RepairableNear(init.Self, this); } } class RepairableNear : IIssueOrder, IResolveOrder, IOrderVoice { readonly Actor self; readonly RepairableNearInfo info; readonly IMove movement; public RepairableNear(Actor self, RepairableNearInfo info) { this.self = self; this.info = info; movement = self.Trait(); } public IEnumerable Orders { get { yield return new EnterAlliedActorTargeter("RepairNear", 5, target => CanRepairAt(target), _ => ShouldRepair()); } } public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued) { if (order.OrderID == "RepairNear") return new Order(order.OrderID, self, queued) { TargetActor = target.Actor }; return null; } bool CanRepairAt(Actor target) { return info.Buildings.Contains(target.Info.Name); } bool ShouldRepair() { return self.GetDamageState() > DamageState.Undamaged; } public string VoicePhraseForOrder(Actor self, Order order) { return (order.OrderString == "RepairNear" && ShouldRepair()) ? info.Voice : null; } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "RepairNear" && CanRepairAt(order.TargetActor) && ShouldRepair()) { var target = Target.FromOrder(self.World, order); self.CancelActivity(); self.QueueActivity(movement.MoveWithinRange(target, info.CloseEnough)); self.QueueActivity(new Repair(order.TargetActor)); self.SetTargetLine(target, Color.Green, false); } } } }