Files
OpenRA/OpenRA.Mods.RA/RepairableNear.cs
Taryn 9c4ad15d1e Changed most references of trait Mobile -> IMove.
In Mobile.cs IsMoving now has a public set as opposed to the initial internal. 
Added IMoveInfo interface to go with *Info classes that require IMove.
WithRotor now uses IMove.IsMoving instead of (self.CenterPosition.Z > 0) as part of a check.
2014-02-02 15:13:49 -06:00

80 lines
2.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Move;
using OpenRA.Mods.RA.Orders;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class RepairableNearInfo : ITraitInfo, Requires<HealthInfo>
{
[ActorReference] public readonly string[] Buildings = { "spen", "syrd" };
public readonly int CloseEnough = 4; /* cells */
public object Create( ActorInitializer init ) { return new RepairableNear( init.self, this ); }
}
class RepairableNear : IIssueOrder, IResolveOrder
{
readonly Actor self;
readonly RepairableNearInfo info;
public RepairableNear( Actor self, RepairableNearInfo info ) { this.self = self; this.info = info; }
public IEnumerable<IOrderTargeter> Orders
{
get
{
yield return new EnterAlliedActorTargeter<Building>("RepairNear", 5,
target => CanRepairAt(target), _ => ShouldRepair());
}
}
public Order IssueOrder( Actor self, IOrderTargeter order, Target target, bool queued )
{
if( order.OrderID == "RepairNear" )
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
return null;
}
bool CanRepairAt( Actor target )
{
return info.Buildings.Contains( target.Info.Name );
}
bool ShouldRepair()
{
return self.GetDamageState() > DamageState.Undamaged;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "RepairNear" && CanRepairAt(order.TargetActor) && ShouldRepair())
{
var movement = self.Trait<IMove>();
var target = Target.FromOrder(order);
self.CancelActivity();
self.QueueActivity(movement.MoveWithinRange(target, new WRange(1024*info.CloseEnough)));
self.QueueActivity(new Repair(order.TargetActor));
self.SetTargetLine(target, Color.Green, false);
}
}
}
}