Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/RepairableBuilding.cs
2024-10-04 15:11:27 +03:00

208 lines
6.3 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Building can be repaired by the repair button.")]
public class RepairableBuildingInfo : ConditionalTraitInfo, Requires<IHealthInfo>
{
[Desc("Cost to fully repair the actor as a percent of its value.")]
public readonly int RepairPercent = 20;
[Desc("Number of ticks between each repair step.")]
public readonly int RepairInterval = 24;
[Desc("The maximum amount of HP to repair each step.")]
public readonly int RepairStep = 7;
[Desc("Damage types used for the repair.")]
public readonly BitSet<DamageType> RepairDamageTypes = default;
[Desc("The percentage repair bonus applied with increasing numbers of repairers.")]
public readonly int[] RepairBonuses = { 100, 150, 175, 200, 220, 240, 260, 280, 300 };
// TODO: This should be replaced with a pause condition
[Desc("Cancel the repair state when the trait is disabled.")]
public readonly bool CancelWhenDisabled = false;
[Desc("Experience gained by a player for repairing structures of allied players.")]
public readonly int PlayerExperience = 0;
[GrantedConditionReference]
[Desc("The condition to grant to self while being repaired.")]
public readonly string RepairCondition = null;
[NotificationReference("Speech")]
[Desc("Voice line to play when repairs are started.")]
public readonly string RepairingNotification = null;
[FluentReference(optional: true)]
[Desc("Transient text message to display when repairs are started.")]
public readonly string RepairingTextNotification = null;
[NotificationReference("Speech")]
[Desc("Speech notification to play when the repair process is aborted.")]
public readonly string RepairingStoppedNotification = null;
[Desc("Text notification to display when the repair process is aborted.")]
public readonly string RepairingStoppedTextNotification = null;
public override object Create(ActorInitializer init) { return new RepairableBuilding(init.Self, this); }
}
public class RepairableBuilding : ConditionalTrait<RepairableBuildingInfo>, ITick
{
readonly IHealth health;
readonly Predicate<Player> isNotActiveAlly;
readonly Stack<int> repairTokens = new();
int remainingTicks;
public readonly List<Player> Repairers = new();
public bool RepairActive { get; private set; }
public RepairableBuilding(Actor self, RepairableBuildingInfo info)
: base(info)
{
health = self.Trait<IHealth>();
isNotActiveAlly = player => player.WinState != WinState.Undefined || self.Owner.RelationshipWith(player) != PlayerRelationship.Ally;
}
[Sync]
public int RepairersHash
{
get
{
var hash = 0;
foreach (var player in Repairers)
hash ^= Sync.HashPlayer(player);
return hash;
}
}
void UpdateCondition(Actor self)
{
if (string.IsNullOrEmpty(Info.RepairCondition))
return;
while (Repairers.Count > repairTokens.Count)
repairTokens.Push(self.GrantCondition(Info.RepairCondition));
while (Repairers.Count < repairTokens.Count && repairTokens.Count > 0)
self.RevokeCondition(repairTokens.Pop());
}
public void RepairBuilding(Actor self, Player player)
{
if (IsTraitDisabled || !self.AppearsFriendlyTo(player.PlayerActor))
return;
// Remove the player if they are already repairing
if (Repairers.Remove(player))
{
UpdateCondition(self);
if (Repairers.Count == 0)
{
Game.Sound.PlayNotification(self.World.Map.Rules, player, "Speech", Info.RepairingStoppedNotification, player.Faction.InternalName);
TextNotificationsManager.AddTransientLine(self.Owner, Info.RepairingStoppedTextNotification);
}
return;
}
// Don't add new players if the limit has already been reached
if (Repairers.Count >= Info.RepairBonuses.Length - 1)
return;
Repairers.Add(player);
Game.Sound.PlayNotification(self.World.Map.Rules, player, "Speech", Info.RepairingNotification, player.Faction.InternalName);
TextNotificationsManager.AddTransientLine(self.Owner, Info.RepairingTextNotification);
UpdateCondition(self);
}
void ITick.Tick(Actor self)
{
if (IsTraitDisabled)
{
if (RepairActive && Info.CancelWhenDisabled)
{
Repairers.Clear();
UpdateCondition(self);
}
return;
}
if (remainingTicks == 0)
{
Repairers.RemoveAll(isNotActiveAlly);
UpdateCondition(self);
// If after the previous operation there's no repairers left, stop
if (Repairers.Count == 0)
{
RepairActive = false;
return;
}
var buildingValue = self.GetSellValue();
// The cost is the same regardless of the amount of people repairing
var hpToRepair = Math.Min(Info.RepairStep, health.MaxHP - health.HP);
// Cast to long to avoid overflow when multiplying by the health
var cost = Math.Max(1, (int)((long)hpToRepair * Info.RepairPercent * buildingValue / (health.MaxHP * 100L)));
// TakeCash will return false if the player can't pay, and will stop him from contributing this Tick
var activePlayers = Repairers.Count(player => player.PlayerActor.Trait<PlayerResources>().TakeCash(cost, true));
RepairActive = activePlayers > 0;
if (!RepairActive)
{
remainingTicks = 1;
return;
}
// Bonus is applied after finding players who can pay
// activePlayers won't cause IndexOutOfRange because we capped the max amount of players
// to the length of the array
self.InflictDamage(self, new Damage(-(hpToRepair * Info.RepairBonuses[activePlayers - 1] / 100), Info.RepairDamageTypes));
if (health.DamageState == DamageState.Undamaged)
{
foreach (var repairer in Repairers)
if (repairer != self.Owner)
repairer.PlayerActor.TraitOrDefault<PlayerExperience>()?.GiveExperience(Info.PlayerExperience);
Repairers.Clear();
RepairActive = false;
UpdateCondition(self);
return;
}
remainingTicks = Info.RepairInterval;
}
else
--remainingTicks;
}
}
}