Files
OpenRA/OpenRA.Mods.Common/Activities/RepairBuilding.cs
2019-02-03 20:21:51 +01:00

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);
}
}
}