75 lines
2.1 KiB
C#
75 lines
2.1 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.Drawing;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Activities
|
|
{
|
|
class RepairBuilding : Enter
|
|
{
|
|
readonly EnterBehaviour enterBehaviour;
|
|
readonly Stance validStances;
|
|
|
|
Actor enterActor;
|
|
IHealth enterHealth;
|
|
|
|
public RepairBuilding(Actor self, Target target, EnterBehaviour enterBehaviour, Stance validStances)
|
|
: base(self, target, Color.Yellow)
|
|
{
|
|
this.enterBehaviour = enterBehaviour;
|
|
this.validStances = validStances;
|
|
}
|
|
|
|
protected override bool TryStartEnter(Actor self, Actor targetActor)
|
|
{
|
|
enterActor = targetActor;
|
|
enterHealth = targetActor.TraitOrDefault<IHealth>();
|
|
|
|
// Make sure we can still repair the target before entering
|
|
// (but not before, because this may stop the actor in the middle of nowhere)
|
|
var stance = self.Owner.Stances[enterActor.Owner];
|
|
if (enterHealth == null || enterHealth.DamageState == DamageState.Undamaged || !stance.HasStance(validStances))
|
|
{
|
|
Cancel(self, true);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
protected override void OnEnterComplete(Actor self, Actor targetActor)
|
|
{
|
|
// Make sure the target hasn't changed while entering
|
|
// OnEnterComplete is only called if targetActor is alive
|
|
if (targetActor != enterActor)
|
|
return;
|
|
|
|
if (enterHealth.DamageState == DamageState.Undamaged)
|
|
return;
|
|
|
|
var stance = self.Owner.Stances[enterActor.Owner];
|
|
if (!stance.HasStance(validStances))
|
|
return;
|
|
|
|
if (enterHealth.DamageState == DamageState.Undamaged)
|
|
return;
|
|
|
|
enterActor.InflictDamage(self, new Damage(-enterHealth.MaxHP));
|
|
|
|
if (enterBehaviour == EnterBehaviour.Dispose)
|
|
self.Dispose();
|
|
else if (enterBehaviour == EnterBehaviour.Suicide)
|
|
self.Kill(self);
|
|
}
|
|
}
|
|
}
|