Files
OpenRA/OpenRA.Mods.Cnc/Activities/Infiltrate.cs
2020-08-19 18:11:07 +01:00

81 lines
2.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.Linq;
using OpenRA.Mods.Cnc.Traits;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Activities
{
class Infiltrate : Enter
{
readonly Infiltrates infiltrates;
readonly INotifyInfiltration[] notifiers;
Actor enterActor;
public Infiltrate(Actor self, Target target, Infiltrates infiltrates)
: base(self, target, Color.Crimson)
{
this.infiltrates = infiltrates;
notifiers = self.TraitsImplementing<INotifyInfiltration>().ToArray();
}
protected override void TickInner(Actor self, Target target, bool targetIsDeadOrHiddenActor)
{
if (infiltrates.IsTraitDisabled)
Cancel(self, true);
}
protected override bool TryStartEnter(Actor self, Actor targetActor)
{
// Make sure we can still demolish the target before entering
// (but not before, because this may stop the actor in the middle of nowhere)
if (!infiltrates.CanInfiltrateTarget(self, Target.FromActor(targetActor)))
{
Cancel(self, true);
return false;
}
enterActor = targetActor;
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 || !infiltrates.CanInfiltrateTarget(self, Target.FromActor(targetActor)))
return;
foreach (var ini in notifiers)
ini.Infiltrating(self);
foreach (var t in targetActor.TraitsImplementing<INotifyInfiltrated>())
t.Infiltrated(targetActor, self, infiltrates.Info.Types);
var exp = self.Owner.PlayerActor.TraitOrDefault<PlayerExperience>();
exp?.GiveExperience(infiltrates.Info.PlayerExperience);
if (!string.IsNullOrEmpty(infiltrates.Info.Notification))
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech",
infiltrates.Info.Notification, self.Owner.Faction.InternalName);
if (infiltrates.Info.EnterBehaviour == EnterBehaviour.Dispose)
self.Dispose();
else if (infiltrates.Info.EnterBehaviour == EnterBehaviour.Suicide)
self.Kill(self);
}
}
}