Files
OpenRA/OpenRA.Mods.Common/Traits/Repairable.cs
RoosterDragon fb0cab7481 Cache results of TraitsImplementing calls.
If a class is caching the TraitsImplementing enumerable, instead cache the results of enumerating it to an array. The avoids having to enumerate the sequence each time it is needed.
2015-04-25 20:42:27 +01:00

113 lines
3.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("This actor can be sent to a structure for repairs.")]
class RepairableInfo : ITraitInfo, Requires<HealthInfo>
{
public readonly string[] RepairBuildings = { "fix" };
public virtual object Create(ActorInitializer init) { return new Repairable(init.Self, this); }
}
class Repairable : IIssueOrder, IResolveOrder, IOrderVoice
{
readonly RepairableInfo info;
readonly Health health;
readonly AmmoPool[] ammoPools;
public Repairable(Actor self, RepairableInfo info)
{
this.info = info;
health = self.Trait<Health>();
ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
}
public IEnumerable<IOrderTargeter> Orders
{
get
{
yield return new EnterAlliedActorTargeter<Building>("Repair", 5,
target => CanRepairAt(target), _ => CanRepair() || CanRearm());
}
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID == "Repair")
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
return null;
}
bool CanRepairAt(Actor target)
{
return info.RepairBuildings.Contains(target.Info.Name);
}
bool CanRearmAt(Actor target)
{
return info.RepairBuildings.Contains(target.Info.Name);
}
bool CanRepair()
{
return health.DamageState > DamageState.Undamaged;
}
bool CanRearm()
{
return ammoPools.Any(x => !x.Info.SelfReloads && !x.FullAmmo());
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return (order.OrderString == "Repair" && CanRepair()) ? "Move" : null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Repair")
{
if (!CanRepairAt(order.TargetActor) || (!CanRepair() && !CanRearm()))
return;
var movement = self.Trait<IMove>();
var target = Target.FromOrder(self.World, order);
self.SetTargetLine(target, Color.Green);
self.CancelActivity();
self.QueueActivity(new MoveAdjacentTo(self, target));
self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(order.TargetActor.CenterPosition), order.TargetActor));
if (CanRearmAt(order.TargetActor) && CanRearm())
self.QueueActivity(new Rearm(self));
self.QueueActivity(new Repair(order.TargetActor));
var rp = order.TargetActor.TraitOrDefault<RallyPoint>();
if (rp != null)
self.QueueActivity(new CallFunc(() =>
{
self.SetTargetLine(Target.FromCell(self.World, rp.Location), Color.Green);
self.QueueActivity(movement.MoveTo(rp.Location, order.TargetActor));
}));
}
}
}
}