Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/RepairableBuilding.cs
2016-02-21 16:27:31 +00:00

147 lines
4.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Building can be repaired by the repair button.")]
public class RepairableBuildingInfo : UpgradableTraitInfo, Requires<HealthInfo>
{
public readonly int RepairPercent = 20;
public readonly int RepairInterval = 24;
public readonly int RepairStep = 7;
public readonly int[] RepairBonuses = { 100, 150, 175, 200, 220, 240, 260, 280, 300 };
public readonly bool CancelWhenDisabled = false;
public readonly string IndicatorImage = "allyrepair";
[SequenceReference("IndicatorImage")] public readonly string IndicatorSequence = "repair";
[Desc("Overrides the IndicatorPalettePrefix.")]
[PaletteReference] public readonly string IndicatorPalette = "";
[Desc("Suffixed by the internal repairing player name.")]
public readonly string IndicatorPalettePrefix = "player";
public override object Create(ActorInitializer init) { return new RepairableBuilding(init.Self, this); }
}
public class RepairableBuilding : UpgradableTrait<RepairableBuildingInfo>, ITick
{
[Sync]
public int RepairersHash
{
get
{
var hash = 0;
foreach (var player in Repairers)
hash ^= Sync.HashPlayer(player);
return hash;
}
}
public readonly List<Player> Repairers = new List<Player>();
readonly Health health;
public bool RepairActive = false;
readonly Predicate<Player> isNotActiveAlly;
public RepairableBuilding(Actor self, RepairableBuildingInfo info)
: base(info)
{
health = self.Trait<Health>();
isNotActiveAlly = player => player.WinState != WinState.Undefined || player.Stances[self.Owner] != Stance.Ally;
}
public void RepairBuilding(Actor self, Player player)
{
if (!IsTraitDisabled && self.AppearsFriendlyTo(player.PlayerActor))
{
// If the player won't affect the repair, we won't add him
if (!Repairers.Remove(player) && Repairers.Count < Info.RepairBonuses.Length)
{
Repairers.Add(player);
Game.Sound.PlayNotification(self.World.Map.Rules, player, "Speech", "Repairing", player.Faction.InternalName);
self.World.AddFrameEndTask(w =>
{
if (!self.IsDead)
w.Add(new RepairIndicator(self));
});
}
}
}
int remainingTicks;
public void Tick(Actor self)
{
if (IsTraitDisabled)
{
if (RepairActive && Info.CancelWhenDisabled)
{
Repairers.Clear();
RepairActive = false;
}
return;
}
if (remainingTicks == 0)
{
Repairers.RemoveAll(isNotActiveAlly);
// If after the previous operation there's no repairers left, stop
if (Repairers.Count == 0)
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);
var cost = Math.Max(1, (hpToRepair * Info.RepairPercent * buildingValue) / (health.MaxHP * 100));
// 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));
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, -(hpToRepair * Info.RepairBonuses[activePlayers - 1] / 100), null);
if (health.DamageState == DamageState.Undamaged)
{
Repairers.Clear();
RepairActive = false;
return;
}
remainingTicks = Info.RepairInterval;
}
else
--remainingTicks;
}
}
}