#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * 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; using System.Collections.Generic; using System.Linq; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Building can be repaired by the repair button.")] public class RepairableBuildingInfo : ConditionalTraitInfo, Requires { [Desc("Cost to fully repair the actor as a percent of its value.")] public readonly int RepairPercent = 20; [Desc("Number of ticks between each repair step.")] public readonly int RepairInterval = 24; [Desc("The maximum amount of HP to repair each step.")] public readonly int RepairStep = 7; [Desc("Damage types used for the repair.")] public readonly BitSet RepairDamageTypes = default; [Desc("The percentage repair bonus applied with increasing numbers of repairers.")] public readonly int[] RepairBonuses = { 100, 150, 175, 200, 220, 240, 260, 280, 300 }; // TODO: This should be replaced with a pause condition [Desc("Cancel the repair state when the trait is disabled.")] public readonly bool CancelWhenDisabled = false; [Desc("Experience gained by a player for repairing structures of allied players.")] public readonly int PlayerExperience = 0; [GrantedConditionReference] [Desc("The condition to grant to self while being repaired.")] public readonly string RepairCondition = null; [NotificationReference("Speech")] [Desc("Voice line to play when repairs are started.")] public readonly string RepairingNotification = null; [FluentReference(optional: true)] [Desc("Transient text message to display when repairs are started.")] public readonly string RepairingTextNotification = null; [NotificationReference("Speech")] [Desc("Speech notification to play when the repair process is aborted.")] public readonly string RepairingStoppedNotification = null; [Desc("Text notification to display when the repair process is aborted.")] public readonly string RepairingStoppedTextNotification = null; public override object Create(ActorInitializer init) { return new RepairableBuilding(init.Self, this); } } public class RepairableBuilding : ConditionalTrait, ITick { readonly IHealth health; readonly Predicate isNotActiveAlly; readonly Stack repairTokens = new(); int remainingTicks; public readonly List Repairers = new(); public bool RepairActive { get; private set; } public RepairableBuilding(Actor self, RepairableBuildingInfo info) : base(info) { health = self.Trait(); isNotActiveAlly = player => player.WinState != WinState.Undefined || self.Owner.RelationshipWith(player) != PlayerRelationship.Ally; } [Sync] public int RepairersHash { get { var hash = 0; foreach (var player in Repairers) hash ^= Sync.HashPlayer(player); return hash; } } void UpdateCondition(Actor self) { if (string.IsNullOrEmpty(Info.RepairCondition)) return; while (Repairers.Count > repairTokens.Count) repairTokens.Push(self.GrantCondition(Info.RepairCondition)); while (Repairers.Count < repairTokens.Count && repairTokens.Count > 0) self.RevokeCondition(repairTokens.Pop()); } public void RepairBuilding(Actor self, Player player) { if (IsTraitDisabled || !self.AppearsFriendlyTo(player.PlayerActor)) return; // Remove the player if they are already repairing if (Repairers.Remove(player)) { UpdateCondition(self); if (Repairers.Count == 0) { Game.Sound.PlayNotification(self.World.Map.Rules, player, "Speech", Info.RepairingStoppedNotification, player.Faction.InternalName); TextNotificationsManager.AddTransientLine(self.Owner, Info.RepairingStoppedTextNotification); } return; } // Don't add new players if the limit has already been reached if (Repairers.Count >= Info.RepairBonuses.Length - 1) return; Repairers.Add(player); Game.Sound.PlayNotification(self.World.Map.Rules, player, "Speech", Info.RepairingNotification, player.Faction.InternalName); TextNotificationsManager.AddTransientLine(self.Owner, Info.RepairingTextNotification); UpdateCondition(self); } void ITick.Tick(Actor self) { if (IsTraitDisabled) { if (RepairActive && Info.CancelWhenDisabled) { Repairers.Clear(); UpdateCondition(self); } return; } if (remainingTicks == 0) { Repairers.RemoveAll(isNotActiveAlly); UpdateCondition(self); // If after the previous operation there's no repairers left, stop if (Repairers.Count == 0) { RepairActive = false; return; } var buildingValue = self.GetSellValue(); // The cost is the same regardless of the amount of people repairing var hpToRepair = Math.Min(Info.RepairStep, health.MaxHP - health.HP); // Cast to long to avoid overflow when multiplying by the health var cost = Math.Max(1, (int)((long)hpToRepair * Info.RepairPercent * buildingValue / (health.MaxHP * 100L))); // TakeCash will return false if the player can't pay, and will stop him from contributing this Tick var activePlayers = Repairers.Count(player => player.PlayerActor.Trait().TakeCash(cost, true)); RepairActive = activePlayers > 0; if (!RepairActive) { remainingTicks = 1; return; } // Bonus is applied after finding players who can pay // activePlayers won't cause IndexOutOfRange because we capped the max amount of players // to the length of the array self.InflictDamage(self, new Damage(-(hpToRepair * Info.RepairBonuses[activePlayers - 1] / 100), Info.RepairDamageTypes)); if (health.DamageState == DamageState.Undamaged) { foreach (var repairer in Repairers) if (repairer != self.Owner) repairer.PlayerActor.TraitOrDefault()?.GiveExperience(Info.PlayerExperience); Repairers.Clear(); RepairActive = false; UpdateCondition(self); return; } remainingTicks = Info.RepairInterval; } else --remainingTicks; } } }