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

175 lines
5.7 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 enter a BridgeHut or LegacyBridgeHut to trigger a repair.")]
public class RepairsBridgesInfo : TraitInfo
{
[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;
[CursorReference]
[Desc("Cursor to display when targeting an unrepaired bridge.")]
public readonly string TargetCursor = "goldwrench";
[CursorReference]
[Desc("Cursor to display when repairing is denied.")]
public readonly string TargetBlockedCursor = "goldwrench-blocked";
[NotificationReference("Speech")]
[Desc("Speech notification to play when a bridge is repaired.")]
public readonly string RepairNotification = null;
[FluentReference(optional: true)]
[Desc("Text notification to display when a bridge is repaired.")]
public readonly string RepairTextNotification = null;
public override object Create(ActorInitializer init) { return new RepairsBridges(this); }
}
public class RepairsBridges : IIssueOrder, IResolveOrder, IOrderVoice
{
readonly RepairsBridgesInfo info;
public RepairsBridges(RepairsBridgesInfo info)
{
this.info = info;
}
public IEnumerable<IOrderTargeter> Orders
{
get { yield return new RepairBridgeOrderTargeter(info); }
}
public Order IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued)
{
if (order.OrderID == "RepairBridge")
return new Order(order.OrderID, self, target, queued);
return null;
}
public string VoicePhraseForOrder(Actor self, Order order)
{
// TODO: Add support for FrozenActors
if (order.OrderString != "RepairBridge" || order.Target.Type != TargetType.Actor)
return null;
var targetActor = order.Target.Actor;
var legacyHut = targetActor.TraitOrDefault<LegacyBridgeHut>();
if (legacyHut != null)
return legacyHut.BridgeDamageState == DamageState.Undamaged || legacyHut.Repairing || legacyHut.Bridge.IsDangling ? null : info.Voice;
var hut = targetActor.TraitOrDefault<BridgeHut>();
if (hut != null)
return hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing ? null : info.Voice;
return null;
}
public void ResolveOrder(Actor self, Order order)
{
// TODO: Add support for FrozenActors
// The activity supports it, but still missing way to freeze bridge state on the hut
if (order.OrderString == "RepairBridge" && order.Target.Type == TargetType.Actor)
{
var targetActor = order.Target.Actor;
var legacyHut = targetActor.TraitOrDefault<LegacyBridgeHut>();
var hut = targetActor.TraitOrDefault<BridgeHut>();
if (legacyHut != null)
{
if (legacyHut.BridgeDamageState == DamageState.Undamaged || legacyHut.Repairing || legacyHut.Bridge.IsDangling)
return;
}
else if (hut != null)
{
if (hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing)
return;
}
else
return;
self.QueueActivity(
order.Queued,
new RepairBridge(self, order.Target, info.EnterBehaviour, info.RepairNotification, info.RepairTextNotification, info.TargetLineColor));
self.ShowTargetLines();
}
}
sealed class RepairBridgeOrderTargeter : UnitOrderTargeter
{
readonly RepairsBridgesInfo info;
public RepairBridgeOrderTargeter(RepairsBridgesInfo info)
: base("RepairBridge", 6, info.TargetCursor, true, true)
{
this.info = info;
}
public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
{
// Obey force moving onto bridges
if (modifiers.HasModifier(TargetModifiers.ForceMove))
return false;
var legacyHut = target.TraitOrDefault<LegacyBridgeHut>();
var hut = target.TraitOrDefault<BridgeHut>();
if (legacyHut != null)
{
// Require force attack to heal partially damaged bridges to avoid unnecessary cursor noise
var damage = legacyHut.BridgeDamageState;
if (!modifiers.HasModifier(TargetModifiers.ForceAttack) && damage != DamageState.Dead)
return false;
// Can't repair a bridge that is undamaged, already under repair, or dangling
if (damage == DamageState.Undamaged || legacyHut.Repairing || legacyHut.Bridge.IsDangling)
cursor = info.TargetBlockedCursor;
}
else if (hut != null)
{
// Require force attack to heal partially damaged bridges to avoid unnecessary cursor noise
var damage = hut.BridgeDamageState;
if (hut.Info.RequireForceAttackForHeal && !modifiers.HasModifier(TargetModifiers.ForceAttack) && damage != DamageState.Dead)
return false;
// Can't repair a bridge that is undamaged, already under repair, or dangling
if (damage == DamageState.Undamaged || hut.Repairing)
cursor = info.TargetBlockedCursor;
}
else
return false;
return true;
}
public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
{
// TODO: Bridges don't yet support FrozenUnderFog.
return false;
}
}
}
}