Files
OpenRA/OpenRA.Game/Traits/RepairableBuilding.cs
Paul Chote 6fba888d45 Shift Actor.Health onto a trait.
Known regressions:
 - cnc only
 - health bar colors
 - can't repair buildings
2010-07-30 00:33:44 +12:00

86 lines
2.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Traits.Activities;
namespace OpenRA.Traits
{
public class RepairableBuildingInfo : ITraitInfo, ITraitPrerequisite<HealthInfo>
{
public readonly float RepairPercent = 0.2f;
public readonly float RepairRate = 0.016f;
public readonly int RepairStep = 7;
public object Create(ActorInitializer init) { return new RepairableBuilding(init.self, this); }
}
public class RepairableBuilding : ITick, IResolveOrder
{
[Sync]
bool isRepairing = false;
Health Health;
RepairableBuildingInfo Info;
public RepairableBuilding(Actor self, RepairableBuildingInfo info)
{
Health = self.traits.Get<Health>();
Info = info;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Repair")
{
isRepairing = !isRepairing;
}
}
int remainingTicks;
public void Tick(Actor self)
{
if (!isRepairing) return;
if (remainingTicks == 0)
{
var csv = self.Info.Traits.GetOrDefault<CustomSellValueInfo>();
var buildingValue = csv != null ? csv.Value : self.Info.Traits.Get<ValuedInfo>().Cost;
var costPerHp = (Info.RepairPercent * buildingValue) / Health.MaxHP;
var hpToRepair = Math.Min(Info.RepairStep, Health.MaxHP - Health.HP);
var cost = (int)Math.Ceiling(costPerHp * hpToRepair);
if (!self.Owner.PlayerActor.traits.Get<PlayerResources>().TakeCash(cost))
{
remainingTicks = 1;
return;
}
self.World.AddFrameEndTask(w => w.Add(new RepairIndicator(self)));
self.InflictDamage(self, -hpToRepair, null);
if (Health.HP == Health.MaxHP)
{
isRepairing = false;
return;
}
remainingTicks = (int)(Info.RepairRate * 60 * 25);
}
else
--remainingTicks;
}
}
public class AllowsBuildingRepairInfo : TraitInfo<AllowsBuildingRepair> {}
public class AllowsBuildingRepair {}
}