Files
OpenRA/OpenRA.Mods.Common/Activities/Resupply.cs
2019-07-03 20:42:19 +02:00

209 lines
6.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class Resupply : Activity
{
readonly IHealth health;
readonly RepairsUnits[] allRepairsUnits;
readonly Target host;
readonly WDist closeEnough;
readonly Repairable repairable;
readonly RepairableNear repairableNear;
readonly Rearmable rearmable;
readonly INotifyResupply[] notifyResupplies;
int remainingTicks;
bool played;
ResupplyType activeResupplyTypes = ResupplyType.None;
public Resupply(Actor self, Actor host, WDist closeEnough)
{
this.host = Target.FromActor(host);
this.closeEnough = closeEnough;
allRepairsUnits = host.TraitsImplementing<RepairsUnits>().ToArray();
health = self.TraitOrDefault<IHealth>();
repairable = self.TraitOrDefault<Repairable>();
repairableNear = self.TraitOrDefault<RepairableNear>();
rearmable = self.TraitOrDefault<Rearmable>();
notifyResupplies = host.TraitsImplementing<INotifyResupply>().ToArray();
var cannotRepairAtHost = health == null || health.DamageState == DamageState.Undamaged
|| !allRepairsUnits.Any()
|| ((repairable == null || !repairable.Info.RepairActors.Contains(host.Info.Name))
&& (repairableNear == null || !repairableNear.Info.RepairActors.Contains(host.Info.Name)));
if (!cannotRepairAtHost)
activeResupplyTypes |= ResupplyType.Repair;
var cannotRearmAtHost = rearmable == null || !rearmable.Info.RearmActors.Contains(host.Info.Name) || rearmable.RearmableAmmoPools.All(p => p.FullAmmo());
if (!cannotRearmAtHost)
activeResupplyTypes |= ResupplyType.Rearm;
}
protected override void OnFirstRun(Actor self)
{
if (host.Type == TargetType.Invalid)
return;
if (activeResupplyTypes > 0)
foreach (var notifyResupply in notifyResupplies)
notifyResupply.BeforeResupply(host.Actor, self, activeResupplyTypes);
// Reset the ReloadDelay to avoid any issues with early cancellation
// from previous reload attempts (explicit order, host building died, etc).
// HACK: this really shouldn't be managed from here
if (activeResupplyTypes.HasFlag(ResupplyType.Rearm))
foreach (var pool in rearmable.RearmableAmmoPools)
pool.RemainingTicks = pool.Info.ReloadDelay;
}
public override bool Tick(Actor self)
{
// HACK: If the activity is cancelled while we're already resupplying (or about to start resupplying),
// move actor outside the resupplier footprint
// TODO: This check is nowhere near robust enough, and should be rewritten
if (IsCanceling && host.IsInRange(self.CenterPosition, closeEnough))
{
QueueChild(self.Trait<IMove>().MoveToTarget(self, host));
foreach (var notifyResupply in notifyResupplies)
notifyResupply.ResupplyTick(host.Actor, self, ResupplyType.None);
return false;
}
if (IsCanceling || host.Type == TargetType.Invalid
|| (closeEnough.LengthSquared > 0 && !host.IsInRange(self.CenterPosition, closeEnough)))
{
// This is necessary to ensure host resupply actions (like animations) finish properly
foreach (var notifyResupply in notifyResupplies)
notifyResupply.ResupplyTick(host.Actor, self, ResupplyType.None);
return true;
}
if (activeResupplyTypes.HasFlag(ResupplyType.Repair))
RepairTick(self);
if (activeResupplyTypes.HasFlag(ResupplyType.Rearm))
RearmTick(self);
foreach (var notifyResupply in notifyResupplies)
notifyResupply.ResupplyTick(host.Actor, self, activeResupplyTypes);
if (activeResupplyTypes == 0)
{
var aircraft = self.TraitOrDefault<Aircraft>();
if (aircraft != null)
aircraft.AllowYieldingReservation();
return true;
}
return false;
}
public override void Cancel(Actor self, bool keepQueue = false)
{
if (NextActivity != null)
return;
base.Cancel(self, keepQueue);
}
void RepairTick(Actor self)
{
// First active.
var repairsUnits = allRepairsUnits.FirstOrDefault(r => !r.IsTraitDisabled && !r.IsTraitPaused);
if (repairsUnits == null)
{
if (!allRepairsUnits.Any(r => r.IsTraitPaused))
activeResupplyTypes &= ~ResupplyType.Repair;
return;
}
if (health.DamageState == DamageState.Undamaged)
{
if (host.Actor.Owner != self.Owner)
{
var exp = host.Actor.Owner.PlayerActor.TraitOrDefault<PlayerExperience>();
if (exp != null)
exp.GiveExperience(repairsUnits.Info.PlayerExperience);
}
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", repairsUnits.Info.FinishRepairingNotification, self.Owner.Faction.InternalName);
activeResupplyTypes &= ~ResupplyType.Repair;
return;
}
if (remainingTicks == 0)
{
var valued = self.Info.TraitInfoOrDefault<ValuedInfo>();
var unitCost = valued != null ? valued.Cost : 0;
var hpToRepair = repairable != null && repairable.Info.HpPerStep > 0 ? repairable.Info.HpPerStep : repairsUnits.Info.HpPerStep;
// Cast to long to avoid overflow when multiplying by the health
var cost = Math.Max(1, (int)(((long)hpToRepair * unitCost * repairsUnits.Info.ValuePercentage) / (health.MaxHP * 100L)));
if (!played)
{
played = true;
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", repairsUnits.Info.StartRepairingNotification, self.Owner.Faction.InternalName);
}
if (!self.Owner.PlayerActor.Trait<PlayerResources>().TakeCash(cost, true))
{
remainingTicks = 1;
return;
}
self.InflictDamage(host.Actor, new Damage(-hpToRepair));
remainingTicks = repairsUnits.Info.Interval;
}
else
--remainingTicks;
}
void RearmTick(Actor self)
{
var rearmComplete = true;
foreach (var ammoPool in rearmable.RearmableAmmoPools)
{
if (!ammoPool.FullAmmo())
{
if (--ammoPool.RemainingTicks <= 0)
{
ammoPool.RemainingTicks = ammoPool.Info.ReloadDelay;
if (!string.IsNullOrEmpty(ammoPool.Info.RearmSound))
Game.Sound.PlayToPlayer(SoundType.World, self.Owner, ammoPool.Info.RearmSound, self.CenterPosition);
ammoPool.GiveAmmo(self, ammoPool.Info.ReloadCount);
}
rearmComplete = false;
}
}
if (rearmComplete)
activeResupplyTypes &= ~ResupplyType.Rearm;
}
}
}