#region Copyright & License Information /* * Copyright 2007-2022 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 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.")] public class EngineerRepairInfo : ConditionalTraitInfo { [Desc("Uses the \"EngineerRepairable\" trait to determine repairability.")] public readonly BitSet Types = default; [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; [Desc("What player relationship the target's owner needs to be repaired by this actor.")] public readonly PlayerRelationship ValidRelationships = PlayerRelationship.Ally; [Desc("Sound to play when repairing is done.")] public readonly string RepairSound = null; [CursorReference] [Desc("Cursor to display when hovering over a valid actor to repair.")] public readonly string Cursor = "goldwrench"; [CursorReference] [Desc("Cursor to display when target actor has full health so it can't be repaired.")] public readonly string RepairBlockedCursor = "goldwrench-blocked"; public override object Create(ActorInitializer init) { return new EngineerRepair(this); } } public class EngineerRepair : ConditionalTrait, IIssueOrder, IResolveOrder, IOrderVoice { public EngineerRepair(EngineerRepairInfo info) : base(info) { } public IEnumerable Orders { get { if (IsTraitDisabled) yield break; yield return new EngineerRepairOrderTargeter(Info); } } public Order IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued) { if (order.OrderID != "EngineerRepair") return null; return new Order(order.OrderID, self, target, queued); } static bool IsValidOrder(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(order) ? Info.Voice : null; } public void ResolveOrder(Actor self, Order order) { if (order.OrderString != "EngineerRepair" || !IsValidOrder(order)) return; self.QueueActivity(order.Queued, new RepairBuilding(self, order.Target, Info)); self.ShowTargetLines(); } class EngineerRepairOrderTargeter : UnitOrderTargeter { readonly 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.TraitOrDefault(); if (engineerRepairable == null || engineerRepairable.IsTraitDisabled) return false; if (!engineerRepairable.Info.Types.IsEmpty && !engineerRepairable.Info.Types.Overlaps(info.Types)) return false; if (!info.ValidRelationships.HasRelationship(target.Owner.RelationshipWith(self.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) { // TODO: FrozenActors don't yet have a way of caching conditions, so we can't filter disabled traits // This therefore assumes that all EngineerRepairable traits are enabled, which is probably wrong. // Actors with FrozenUnderFog should therefore not disable the EngineerRepairable trait if // ValidStances includes Enemy actors. var engineerRepairable = target.Info.TraitInfoOrDefault(); if (engineerRepairable == null) return false; if (!engineerRepairable.Types.IsEmpty && !engineerRepairable.Types.Overlaps(info.Types)) return false; if (!info.ValidRelationships.HasRelationship(target.Owner.RelationshipWith(self.Owner))) return false; if (target.DamageState == DamageState.Undamaged) cursor = info.RepairBlockedCursor; return true; } } } }