161 lines
4.5 KiB
C#
161 lines
4.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Building can be repaired by the repair button.")]
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public class RepairableBuildingInfo : ConditionalTraitInfo, Requires<HealthInfo>
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{
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public readonly int RepairPercent = 20;
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public readonly int RepairInterval = 24;
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public readonly int RepairStep = 7;
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public readonly int[] RepairBonuses = { 100, 150, 175, 200, 220, 240, 260, 280, 300 };
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public readonly bool CancelWhenDisabled = false;
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public readonly string IndicatorImage = "allyrepair";
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[SequenceReference("IndicatorImage")] public readonly string IndicatorSequence = "repair";
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[Desc("Overrides the IndicatorPalettePrefix.")]
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[PaletteReference] public readonly string IndicatorPalette = "";
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[Desc("Suffixed by the internal repairing player name.")]
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public readonly string IndicatorPalettePrefix = "player";
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[Desc("Experience gained by a player for repairing structures of allied players.")]
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public readonly int PlayerExperience = 0;
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public override object Create(ActorInitializer init) { return new RepairableBuilding(init.Self, this); }
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}
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public class RepairableBuilding : ConditionalTrait<RepairableBuildingInfo>, ITick
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{
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[Sync]
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public int RepairersHash
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{
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get
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{
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var hash = 0;
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foreach (var player in Repairers)
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hash ^= Sync.HashPlayer(player);
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return hash;
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}
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}
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public readonly List<Player> Repairers = new List<Player>();
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readonly Health health;
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public bool RepairActive = false;
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readonly Predicate<Player> isNotActiveAlly;
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public RepairableBuilding(Actor self, RepairableBuildingInfo info)
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: base(info)
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{
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health = self.Trait<Health>();
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isNotActiveAlly = player => player.WinState != WinState.Undefined || player.Stances[self.Owner] != Stance.Ally;
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}
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public void RepairBuilding(Actor self, Player player)
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{
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if (!IsTraitDisabled && self.AppearsFriendlyTo(player.PlayerActor))
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{
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// If the player won't affect the repair, we won't add him
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if (!Repairers.Remove(player) && Repairers.Count < Info.RepairBonuses.Length)
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{
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Repairers.Add(player);
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Game.Sound.PlayNotification(self.World.Map.Rules, player, "Speech", "Repairing", player.Faction.InternalName);
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self.World.AddFrameEndTask(w =>
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{
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if (!self.IsDead)
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w.Add(new RepairIndicator(self));
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});
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}
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}
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}
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int remainingTicks;
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void ITick.Tick(Actor self)
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{
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if (IsTraitDisabled)
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{
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if (RepairActive && Info.CancelWhenDisabled)
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{
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Repairers.Clear();
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RepairActive = false;
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}
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return;
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}
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if (remainingTicks == 0)
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{
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Repairers.RemoveAll(isNotActiveAlly);
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// If after the previous operation there's no repairers left, stop
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if (Repairers.Count == 0)
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return;
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var buildingValue = self.GetSellValue();
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// The cost is the same regardless of the amount of people repairing
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var hpToRepair = Math.Min(Info.RepairStep, health.MaxHP - health.HP);
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var cost = Math.Max(1, (hpToRepair * Info.RepairPercent * buildingValue) / (health.MaxHP * 100));
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// TakeCash will return false if the player can't pay, and will stop him from contributing this Tick
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var activePlayers = Repairers.Count(player => player.PlayerActor.Trait<PlayerResources>().TakeCash(cost, true));
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RepairActive = activePlayers > 0;
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if (!RepairActive)
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{
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remainingTicks = 1;
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return;
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}
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// Bonus is applied after finding players who can pay
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// activePlayers won't cause IndexOutOfRange because we capped the max amount of players
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// to the length of the array
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self.InflictDamage(self, new Damage(-(hpToRepair * Info.RepairBonuses[activePlayers - 1] / 100)));
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if (health.DamageState == DamageState.Undamaged)
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{
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Repairers.Do(r =>
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{
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if (r == self.Owner)
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return;
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var exp = r.PlayerActor.TraitOrDefault<PlayerExperience>();
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if (exp != null)
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exp.GiveExperience(Info.PlayerExperience);
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});
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Repairers.Clear();
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RepairActive = false;
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return;
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}
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remainingTicks = Info.RepairInterval;
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}
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else
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--remainingTicks;
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}
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}
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}
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