150 lines
4.8 KiB
C#
150 lines
4.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Can instantly repair other actors, but gets consumed afterwards.")]
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class EngineerRepairInfo : ConditionalTraitInfo
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{
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[Desc("Uses the \"EngineerRepairable\" trait to determine repairability.")]
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public readonly BitSet<EngineerRepairType> Types = default(BitSet<EngineerRepairType>);
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[VoiceReference]
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public readonly string Voice = "Action";
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[Desc("Behaviour when entering the structure.",
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"Possible values are Exit, Suicide, Dispose.")]
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public readonly EnterBehaviour EnterBehaviour = EnterBehaviour.Dispose;
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[Desc("What diplomatic stances allow target to be repaired by this actor.")]
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public readonly Stance ValidStances = Stance.Ally;
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[Desc("Sound to play when repairing is done.")]
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public readonly string RepairSound = null;
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[Desc("Cursor to display when hovering over a valid actor to repair.")]
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public readonly string Cursor = "goldwrench";
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[Desc("Cursor to display when target actor has full health so it can't be repaired.")]
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public readonly string RepairBlockedCursor = "goldwrench-blocked";
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public override object Create(ActorInitializer init) { return new EngineerRepair(init, this); }
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}
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class EngineerRepair : ConditionalTrait<EngineerRepairInfo>, IIssueOrder, IResolveOrder, IOrderVoice
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{
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public EngineerRepair(ActorInitializer init, EngineerRepairInfo info)
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: base(info) { }
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public IEnumerable<IOrderTargeter> Orders
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{
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get
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{
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if (IsTraitDisabled)
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yield break;
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yield return new EngineerRepairOrderTargeter(Info);
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}
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order.OrderID != "EngineerRepair")
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return null;
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return new Order(order.OrderID, self, target, queued);
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}
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static bool IsValidOrder(Actor self, Order order)
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{
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if (order.Target.Type == TargetType.FrozenActor)
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return order.Target.FrozenActor.DamageState > DamageState.Undamaged;
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if (order.Target.Type == TargetType.Actor)
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return order.Target.Actor.GetDamageState() > DamageState.Undamaged;
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return false;
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "EngineerRepair" && IsValidOrder(self, order)
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? Info.Voice : null;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString != "EngineerRepair" || !IsValidOrder(self, order))
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return;
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self.QueueActivity(order.Queued, new RepairBuilding(self, order.Target, Info));
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self.ShowTargetLines();
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}
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class EngineerRepairOrderTargeter : UnitOrderTargeter
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{
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EngineerRepairInfo info;
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public EngineerRepairOrderTargeter(EngineerRepairInfo info)
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: base("EngineerRepair", 6, info.Cursor, true, true)
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{
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this.info = info;
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}
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public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
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{
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var engineerRepairable = target.TraitOrDefault<EngineerRepairable>();
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if (engineerRepairable == null || engineerRepairable.IsTraitDisabled)
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return false;
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if (!engineerRepairable.Info.Types.IsEmpty && !engineerRepairable.Info.Types.Overlaps(info.Types))
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return false;
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if (!info.ValidStances.HasStance(self.Owner.Stances[target.Owner]))
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return false;
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if (target.GetDamageState() == DamageState.Undamaged)
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cursor = info.RepairBlockedCursor;
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return true;
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}
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public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
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{
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// TODO: FrozenActors don't yet have a way of caching conditions, so we can't filter disabled traits
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// This therefore assumes that all EngineerRepairable traits are enabled, which is probably wrong.
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// Actors with FrozenUnderFog should therefore not disable the EngineerRepairable trait if
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// ValidStances includes Enemy actors.
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var engineerRepairable = target.Info.TraitInfoOrDefault<EngineerRepairableInfo>();
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if (engineerRepairable == null)
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return false;
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if (!engineerRepairable.Types.IsEmpty && !engineerRepairable.Types.Overlaps(info.Types))
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return false;
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if (!info.ValidStances.HasStance(self.Owner.Stances[target.Owner]))
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return false;
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if (target.DamageState == DamageState.Undamaged)
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cursor = info.RepairBlockedCursor;
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return true;
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}
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}
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}
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}
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