Files
OpenRA/OpenRA.Mods.Common/Traits/InstantlyRepairs.cs
2024-12-12 00:30:11 +02:00

171 lines
5.4 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Collections.Generic;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Can instantly repair other actors, but gets consumed afterwards.")]
public class InstantlyRepairsInfo : ConditionalTraitInfo
{
[Desc("Uses the " + nameof(InstantlyRepairable) + " trait to determine repairability.")]
public readonly BitSet<InstantlyRepairType> Types = default;
[VoiceReference]
public readonly string Voice = "Action";
[Desc("Color to use for the target line.")]
public readonly Color TargetLineColor = Color.Yellow;
[Desc("Behaviour when entering the structure.",
"Possible values are Exit, Suicide, Dispose.")]
public readonly EnterBehaviour EnterBehaviour = EnterBehaviour.Dispose;
[Desc("What player relationship the target's owner needs to be repaired by this actor.")]
public readonly PlayerRelationship ValidRelationships = PlayerRelationship.Ally;
[Desc("Sound to play when repairing is done.")]
public readonly string RepairSound = null;
[CursorReference]
[Desc("Cursor to display when hovering over a valid actor to repair.")]
public readonly string Cursor = "goldwrench";
[CursorReference]
[Desc("Cursor to display when target actor has full health so it can't be repaired.")]
public readonly string RepairBlockedCursor = "goldwrench-blocked";
public override object Create(ActorInitializer init) { return new InstantlyRepairs(this); }
}
public class InstantlyRepairs : ConditionalTrait<InstantlyRepairsInfo>, IIssueOrder, IResolveOrder, IOrderVoice
{
public InstantlyRepairs(InstantlyRepairsInfo info)
: base(info) { }
public IEnumerable<IOrderTargeter> Orders
{
get
{
if (IsTraitDisabled)
yield break;
yield return new InstantRepairOrderTargeter(this);
}
}
public Order IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued)
{
if (order.OrderID != "InstantRepair")
return null;
return new Order(order.OrderID, self, target, queued);
}
bool IsValidOrder(Order order)
{
if (order.Target.Type == TargetType.FrozenActor)
return IsValidFrozenActor(order.Target.FrozenActor) && order.Target.FrozenActor.DamageState > DamageState.Undamaged;
if (order.Target.Type == TargetType.Actor)
return IsValidActor(order.Target.Actor) && order.Target.Actor.GetDamageState() > DamageState.Undamaged;
return false;
}
bool IsValidActor(Actor target)
{
var instantlyRepairable = target.TraitOrDefault<InstantlyRepairable>();
if (instantlyRepairable == null || instantlyRepairable.IsTraitDisabled)
return false;
if (!instantlyRepairable.Info.Types.IsEmpty && !instantlyRepairable.Info.Types.Overlaps(Info.Types))
return false;
return true;
}
bool IsValidFrozenActor(FrozenActor target)
{
// TODO: FrozenActors don't yet have a way of caching conditions, so we can't filter disabled traits
// This therefore assumes that all InstantlyRepairable traits are enabled, which is probably wrong.
// Actors with FrozenUnderFog should therefore not disable the InstantlyRepairable trait if
// ValidStances includes Enemy actors.
var instantlyRepairable = target.Info.TraitInfoOrDefault<InstantlyRepairableInfo>();
if (instantlyRepairable == null)
return false;
if (!instantlyRepairable.Types.IsEmpty && !instantlyRepairable.Types.Overlaps(Info.Types))
return false;
return true;
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "InstantRepair" && IsValidOrder(order)
? Info.Voice : null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString != "InstantRepair" || !IsValidOrder(order))
return;
self.QueueActivity(order.Queued, new InstantRepair(self, order.Target, Info, Info.TargetLineColor));
self.ShowTargetLines();
}
sealed class InstantRepairOrderTargeter : UnitOrderTargeter
{
readonly InstantlyRepairs instantRepair;
public InstantRepairOrderTargeter(InstantlyRepairs instantRepair)
: base("InstantRepair", 6, instantRepair.Info.Cursor, true, true)
{
this.instantRepair = instantRepair;
}
public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
{
if (!instantRepair.IsValidActor(target))
return false;
if (!instantRepair.Info.ValidRelationships.HasRelationship(target.Owner.RelationshipWith(self.Owner)))
return false;
if (target.GetDamageState() == DamageState.Undamaged)
cursor = instantRepair.Info.RepairBlockedCursor;
return true;
}
public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
{
if (!instantRepair.IsValidFrozenActor(target))
return false;
if (!instantRepair.Info.ValidRelationships.HasRelationship(target.Owner.RelationshipWith(self.Owner)))
return false;
if (target.DamageState == DamageState.Undamaged)
cursor = instantRepair.Info.RepairBlockedCursor;
return true;
}
}
}
}