87 lines
2.4 KiB
C#
87 lines
2.4 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 OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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class RepairBridge : Enter
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{
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readonly EnterBehaviour enterBehaviour;
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readonly string notification;
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Actor enterActor;
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BridgeHut enterHut;
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LegacyBridgeHut enterLegacyHut;
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public RepairBridge(Actor self, in Target target, EnterBehaviour enterBehaviour, string notification)
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: base(self, target, Color.Yellow)
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{
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this.enterBehaviour = enterBehaviour;
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this.notification = notification;
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}
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bool CanEnterHut()
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{
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if (enterLegacyHut != null)
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return enterLegacyHut.BridgeDamageState != DamageState.Undamaged && !enterLegacyHut.Repairing &&
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enterLegacyHut.Bridge.GetHut(0) != null && enterLegacyHut.Bridge.GetHut(1) != null;
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if (enterHut != null)
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return enterHut.BridgeDamageState != DamageState.Undamaged && !enterHut.Repairing;
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return false;
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}
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protected override bool TryStartEnter(Actor self, Actor targetActor)
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{
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enterActor = targetActor;
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enterLegacyHut = enterActor.TraitOrDefault<LegacyBridgeHut>();
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enterHut = enterActor.TraitOrDefault<BridgeHut>();
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// Make sure we can still repair the target before entering
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// (but not before, because this may stop the actor in the middle of nowhere)
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if (!CanEnterHut())
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{
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Cancel(self, true);
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return false;
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}
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return true;
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}
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protected override void OnEnterComplete(Actor self, Actor targetActor)
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{
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// Make sure the target hasn't changed while entering
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// OnEnterComplete is only called if targetActor is alive
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if (targetActor != enterActor)
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return;
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if (!CanEnterHut())
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return;
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if (enterLegacyHut != null)
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enterLegacyHut.Repair(self);
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else if (enterHut != null)
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enterHut.Repair(enterActor, self);
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", notification, self.Owner.Faction.InternalName);
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if (enterBehaviour == EnterBehaviour.Dispose)
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self.Dispose();
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else if (enterBehaviour == EnterBehaviour.Suicide)
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self.Kill(self);
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}
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}
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}
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