#region Copyright & License Information /* * Copyright 2007-2019 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.Linq; using OpenRA.Mods.Common.Activities; using OpenRA.Mods.Common.Orders; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Can instantly repair other actors, but gets consumed afterwards.")] class EngineerRepairInfo : ITraitInfo { [Desc("Uses the \"EngineerRepairable\" trait to determine repairability.")] public readonly BitSet Types = default(BitSet); [VoiceReference] public readonly string Voice = "Action"; [Desc("Behaviour when entering the structure.", "Possible values are Exit, Suicide, Dispose.")] public readonly EnterBehaviour EnterBehaviour = EnterBehaviour.Dispose; [Desc("What diplomatic stances allow target to be repaired by this actor.")] public readonly Stance ValidStances = Stance.Ally; [Desc("Sound to play when repairing is done.")] public readonly string RepairSound = null; [Desc("Cursor to show when hovering over a valid actor to repair.")] public readonly string Cursor = "goldwrench"; [Desc("Cursor to show when target actor has full health so it can't be repaired.")] public readonly string RepairBlockedCursor = "goldwrench-blocked"; public object Create(ActorInitializer init) { return new EngineerRepair(init, this); } } class EngineerRepair : IIssueOrder, IResolveOrder, IOrderVoice { readonly EngineerRepairInfo info; public EngineerRepair(ActorInitializer init, EngineerRepairInfo info) { this.info = info; } public IEnumerable Orders { get { yield return new EngineerRepairOrderTargeter(); } } public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued) { if (order.OrderID != "EngineerRepair") return null; return new Order(order.OrderID, self, target, queued); } static bool IsValidOrder(Actor self, Order order) { if (order.Target.Type == TargetType.FrozenActor) return order.Target.FrozenActor.DamageState > DamageState.Undamaged; if (order.Target.Type == TargetType.Actor) return order.Target.Actor.GetDamageState() > DamageState.Undamaged; return false; } public string VoicePhraseForOrder(Actor self, Order order) { return order.OrderString == "EngineerRepair" && IsValidOrder(self, order) ? info.Voice : null; } public void ResolveOrder(Actor self, Order order) { if (order.OrderString != "EngineerRepair" || !IsValidOrder(self, order)) return; if (!order.Queued) self.CancelActivity(); self.SetTargetLine(order.Target, Color.Yellow); self.QueueActivity(new RepairBuilding(self, order.Target, info)); } class EngineerRepairOrderTargeter : UnitOrderTargeter { EngineerRepairInfo info; public EngineerRepairOrderTargeter(EngineerRepairInfo info) : base("EngineerRepair", 6, info.Cursor, true, true) { this.info = info; } public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor) { var engineerRepairable = target.Info.TraitInfoOrDefault(); if (engineerRepairable == null) return false; if (!engineerRepairable.Types.IsEmpty && !engineerRepairable.Types.Overlaps(info.Types)) return false; if (!info.ValidStances.HasStance(self.Owner.Stances[target.Owner])) return false; if (target.GetDamageState() == DamageState.Undamaged) cursor = info.RepairBlockedCursor; return true; } public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor) { var engineerRepairable = target.Info.TraitInfoOrDefault(); if (engineerRepairable == null) return false; if (!engineerRepairable.Types.IsEmpty && !engineerRepairable.Types.Overlaps(info.Types)) return false; if (!info.ValidStances.HasStance(self.Owner.Stances[target.Owner])) return false; if (target.DamageState == DamageState.Undamaged) cursor = info.RepairBlockedCursor; return true; } } } }