#region Copyright & License Information /* * Copyright 2007-2020 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 OpenRA.Mods.Common.Traits; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Activities { class RepairBuilding : Enter { readonly EngineerRepairInfo info; Actor enterActor; IHealth enterHealth; EngineerRepairable enterEngineerRepariable; public RepairBuilding(Actor self, in Target target, EngineerRepairInfo info) : base(self, target, Color.Yellow) { this.info = info; } protected override bool TryStartEnter(Actor self, Actor targetActor) { enterActor = targetActor; enterHealth = targetActor.TraitOrDefault(); enterEngineerRepariable = targetActor.TraitOrDefault(); // Make sure we can still repair the target before entering // (but not before, because this may stop the actor in the middle of nowhere) var stance = self.Owner.Stances[enterActor.Owner]; if (enterHealth == null || enterHealth.DamageState == DamageState.Undamaged || enterEngineerRepariable == null || enterEngineerRepariable.IsTraitDisabled || !info.ValidStances.HasStance(stance)) { Cancel(self, true); return false; } return true; } protected override void OnEnterComplete(Actor self, Actor targetActor) { // Make sure the target hasn't changed while entering // OnEnterComplete is only called if targetActor is alive if (targetActor != enterActor) return; if (enterEngineerRepariable.IsTraitDisabled) return; if (enterHealth.DamageState == DamageState.Undamaged) return; var stance = self.Owner.Stances[enterActor.Owner]; if (!info.ValidStances.HasStance(stance)) return; if (enterHealth.DamageState == DamageState.Undamaged) return; enterActor.InflictDamage(self, new Damage(-enterHealth.MaxHP)); if (!string.IsNullOrEmpty(info.RepairSound)) Game.Sound.Play(SoundType.World, info.RepairSound, enterActor.CenterPosition); if (info.EnterBehaviour == EnterBehaviour.Dispose) self.Dispose(); else if (info.EnterBehaviour == EnterBehaviour.Suicide) self.Kill(self); } } }