#region Copyright & License Information /* * Copyright 2007-2017 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 { [Desc("Can enter a BridgeHut or LegacyBridgeHut to trigger a repair.")] class RepairsBridgesInfo : ITraitInfo { [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("Cursor to use when targeting an unrepaired bridge.")] public readonly string TargetCursor = "goldwrench"; [Desc("Cursor to use when repairing is denied.")] public readonly string TargetBlockedCursor = "goldwrench-blocked"; [Desc("Speech notification to play when a bridge is repaired.")] public readonly string RepairNotification = null; public object Create(ActorInitializer init) { return new RepairsBridges(this); } } 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, Target target, bool queued) { if (order.OrderID == "RepairBridge") return new Order(order.OrderID, self, queued) { TargetActor = target.Actor }; return null; } public string VoicePhraseForOrder(Actor self, Order order) { if (order.OrderString != "RepairBridge") return null; var legacyHut = order.TargetActor.TraitOrDefault(); if (legacyHut != null) return legacyHut.BridgeDamageState == DamageState.Undamaged || legacyHut.Repairing || legacyHut.Bridge.IsDangling ? null : info.Voice; var hut = order.TargetActor.TraitOrDefault(); if (hut != null) return hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing ? null : info.Voice; return null; } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "RepairBridge") { var legacyHut = order.TargetActor.TraitOrDefault(); var hut = order.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.SetTargetLine(Target.FromOrder(self.World, order), Color.Yellow); self.CancelActivity(); self.QueueActivity(new RepairBridge(self, order.TargetActor, info.EnterBehaviour, info.RepairNotification)); } } 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; } } } }