#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.Collections.Generic; using OpenRA.Mods.Common.Activities; using OpenRA.Mods.Common.Orders; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Can enter a BridgeHut or LegacyBridgeHut to trigger a repair.")] public class RepairsBridgesInfo : TraitInfo { [VoiceReference] public readonly string Voice = "Action"; [Desc("Color to use for the target line.")] public readonly Color TargetLineColor = Color.Yellow; [Desc("Behaviour when entering the structure.", "Possible values are Exit, Suicide, Dispose.")] public readonly EnterBehaviour EnterBehaviour = EnterBehaviour.Dispose; [CursorReference] [Desc("Cursor to display when targeting an unrepaired bridge.")] public readonly string TargetCursor = "goldwrench"; [CursorReference] [Desc("Cursor to display when repairing is denied.")] public readonly string TargetBlockedCursor = "goldwrench-blocked"; [NotificationReference("Speech")] [Desc("Speech notification to play when a bridge is repaired.")] public readonly string RepairNotification = null; [FluentReference(optional: true)] [Desc("Text notification to display when a bridge is repaired.")] public readonly string RepairTextNotification = null; public override object Create(ActorInitializer init) { return new RepairsBridges(this); } } public class RepairsBridges : IIssueOrder, IResolveOrder, IOrderVoice { readonly RepairsBridgesInfo info; public RepairsBridges(RepairsBridgesInfo info) { this.info = info; } public IEnumerable Orders { get { yield return new RepairBridgeOrderTargeter(info); } } public Order IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued) { if (order.OrderID == "RepairBridge") return new Order(order.OrderID, self, target, queued); return null; } public string VoicePhraseForOrder(Actor self, Order order) { // TODO: Add support for FrozenActors if (order.OrderString != "RepairBridge" || order.Target.Type != TargetType.Actor) return null; var targetActor = order.Target.Actor; var legacyHut = targetActor.TraitOrDefault(); if (legacyHut != null) return legacyHut.BridgeDamageState == DamageState.Undamaged || legacyHut.Repairing || legacyHut.Bridge.IsDangling ? null : info.Voice; var hut = targetActor.TraitOrDefault(); if (hut != null) return hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing ? null : info.Voice; return null; } public void ResolveOrder(Actor self, Order order) { // TODO: Add support for FrozenActors // The activity supports it, but still missing way to freeze bridge state on the hut if (order.OrderString == "RepairBridge" && order.Target.Type == TargetType.Actor) { var targetActor = order.Target.Actor; var legacyHut = targetActor.TraitOrDefault(); var hut = targetActor.TraitOrDefault(); if (legacyHut != null) { if (legacyHut.BridgeDamageState == DamageState.Undamaged || legacyHut.Repairing || legacyHut.Bridge.IsDangling) return; } else if (hut != null) { if (hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing) return; } else return; self.QueueActivity( order.Queued, new RepairBridge(self, order.Target, info.EnterBehaviour, info.RepairNotification, info.RepairTextNotification, info.TargetLineColor)); self.ShowTargetLines(); } } sealed class RepairBridgeOrderTargeter : UnitOrderTargeter { readonly RepairsBridgesInfo info; public RepairBridgeOrderTargeter(RepairsBridgesInfo info) : base("RepairBridge", 6, info.TargetCursor, true, true) { this.info = info; } public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor) { // Obey force moving onto bridges if (modifiers.HasModifier(TargetModifiers.ForceMove)) return false; var legacyHut = target.TraitOrDefault(); var hut = target.TraitOrDefault(); if (legacyHut != null) { // Require force attack to heal partially damaged bridges to avoid unnecessary cursor noise var damage = legacyHut.BridgeDamageState; if (!modifiers.HasModifier(TargetModifiers.ForceAttack) && damage != DamageState.Dead) return false; // Can't repair a bridge that is undamaged, already under repair, or dangling if (damage == DamageState.Undamaged || legacyHut.Repairing || legacyHut.Bridge.IsDangling) cursor = info.TargetBlockedCursor; } else if (hut != null) { // Require force attack to heal partially damaged bridges to avoid unnecessary cursor noise var damage = hut.BridgeDamageState; if (hut.Info.RequireForceAttackForHeal && !modifiers.HasModifier(TargetModifiers.ForceAttack) && damage != DamageState.Dead) return false; // Can't repair a bridge that is undamaged, already under repair, or dangling if (damage == DamageState.Undamaged || hut.Repairing) cursor = info.TargetBlockedCursor; } else return false; return true; } public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor) { // TODO: Bridges don't yet support FrozenUnderFog. return false; } } } }