Files
OpenRA/OpenRa.Game/Traits/Activities/Repair.cs

52 lines
1.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRa.Game.Traits.Activities
{
class Repair : IActivity
{
public IActivity NextActivity { get; set; }
bool isCanceled;
int remainingTicks;
public IActivity Tick(Actor self)
{
if (isCanceled) return NextActivity;
if (remainingTicks == 0)
{
var unitCost = self.Info.Traits.Get<BuildableInfo>().Cost;
var hp = self.Info.Traits.Get<OwnedActorInfo>().HP;
var costPerHp = (Rules.General.URepairPercent * unitCost) / hp;
var hpToRepair = Math.Min(Rules.General.URepairStep, hp - self.Health);
var cost = (int)Math.Ceiling(costPerHp * hpToRepair);
if (!self.Owner.TakeCash(cost))
{
remainingTicks = 1;
return this;
}
self.InflictDamage(self, -hpToRepair, Rules.WarheadInfo["Super"]);
if (self.Health == hp)
return NextActivity;
var hostBuilding = Game.FindUnits(self.CenterLocation, self.CenterLocation)
.FirstOrDefault(a => a.traits.Contains<RenderBuilding>());
if (hostBuilding != null)
hostBuilding.traits.Get<RenderBuilding>().PlayCustomAnim(hostBuilding, "active");
remainingTicks = (int)(Rules.General.RepairRate * 60 * 25);
}
else
--remainingTicks;
return this;
}
public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
}
}