171 lines
5.3 KiB
C#
171 lines
5.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2018 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.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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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("This actor can be sent to a structure for repairs.")]
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class RepairableInfo : ITraitInfo, Requires<IHealthInfo>, Requires<IMoveInfo>
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{
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public readonly HashSet<string> RepairBuildings = new HashSet<string> { "fix" };
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[VoiceReference] public readonly string Voice = "Action";
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[Desc("The amount the unit will be repaired at each step. Use -1 for fallback behavior where HpPerStep from RepairUnit trait will be used.")]
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public readonly int HpPerStep = -1;
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public virtual object Create(ActorInitializer init) { return new Repairable(init.Self, this); }
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}
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class Repairable : IIssueOrder, IResolveOrder, IOrderVoice, INotifyCreated
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{
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public readonly RepairableInfo Info;
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readonly IHealth health;
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readonly IMove movement;
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Rearmable rearmable;
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public Repairable(Actor self, RepairableInfo info)
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{
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Info = info;
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health = self.Trait<IHealth>();
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movement = self.Trait<IMove>();
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}
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void INotifyCreated.Created(Actor self)
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{
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rearmable = self.TraitOrDefault<Rearmable>();
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get
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{
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yield return new EnterAlliedActorTargeter<BuildingInfo>("Repair", 5, CanRepairAt, _ => CanRepair() || CanRearm());
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}
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order.OrderID == "Repair")
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return new Order(order.OrderID, self, target, queued);
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return null;
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}
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bool CanRepairAt(Actor target)
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{
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return Info.RepairBuildings.Contains(target.Info.Name);
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}
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bool CanRearmAt(Actor target)
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{
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return rearmable != null && rearmable.Info.RearmActors.Contains(target.Info.Name);
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}
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bool CanRepair()
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{
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return health.DamageState > DamageState.Undamaged;
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}
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bool CanRearm()
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{
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return rearmable != null && rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo());
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "Repair" && (CanRepair() || CanRearm()) ? Info.Voice : null;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Repair")
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{
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// Repair orders are only valid for own/allied actors,
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// which are guaranteed to never be frozen.
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if (order.Target.Type != TargetType.Actor)
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return;
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if (!CanRepairAt(order.Target.Actor) || (!CanRepair() && !CanRearm()))
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return;
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if (!order.Queued)
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self.CancelActivity();
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self.SetTargetLine(order.Target, Color.Green);
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self.QueueActivity(new WaitForTransport(self, ActivityUtils.SequenceActivities(new MoveAdjacentTo(self, order.Target),
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new CallFunc(() => AfterReachActivities(self, order, movement)))));
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TryCallTransport(self, order.Target, new CallFunc(() => AfterReachActivities(self, order, movement)));
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}
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}
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void AfterReachActivities(Actor self, Order order, IMove movement)
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{
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if (order.Target.Type != TargetType.Actor)
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return;
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var targetActor = order.Target.Actor;
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if (!targetActor.IsInWorld || targetActor.IsDead || targetActor.TraitsImplementing<RepairsUnits>().All(r => r.IsTraitDisabled))
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return;
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// TODO: This is hacky, but almost every single component affected
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// will need to be rewritten anyway, so this is OK for now.
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self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(targetActor.CenterPosition), targetActor));
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if (CanRearmAt(targetActor) && CanRearm())
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self.QueueActivity(new Rearm(self, targetActor, new WDist(512)));
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// Add a CloseEnough range of 512 to ensure we're at the host actor
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self.QueueActivity(new Repair(self, targetActor, new WDist(512)));
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var rp = targetActor.TraitOrDefault<RallyPoint>();
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if (rp != null)
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{
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self.QueueActivity(new CallFunc(() =>
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{
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self.SetTargetLine(Target.FromCell(self.World, rp.Location), Color.Green);
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self.QueueActivity(movement.MoveTo(rp.Location, targetActor));
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}));
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}
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}
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public Actor FindRepairBuilding(Actor self)
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{
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var repairBuilding = self.World.ActorsWithTrait<RepairsUnits>()
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.Where(a => !a.Actor.IsDead && a.Actor.IsInWorld
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&& a.Actor.Owner.IsAlliedWith(self.Owner) &&
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Info.RepairBuildings.Contains(a.Actor.Info.Name))
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.OrderBy(p => (self.Location - p.Actor.Location).LengthSquared);
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// Worst case FirstOrDefault() will return a TraitPair<null, null>, which is OK.
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return repairBuilding.FirstOrDefault().Actor;
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}
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static void TryCallTransport(Actor self, Target target, Activity nextActivity)
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{
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var targetCell = self.World.Map.CellContaining(target.CenterPosition);
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var delta = (self.CenterPosition - target.CenterPosition).LengthSquared;
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var transports = self.TraitsImplementing<ICallForTransport>()
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.Where(t => t.MinimumDistance.LengthSquared < delta);
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foreach (var t in transports)
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t.RequestTransport(self, targetCell, nextActivity);
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}
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}
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}
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