Files
OpenRA/OpenRA.Mods.Common/Traits/RepairableNear.cs
reaperrr b52d055eec Misc constructor caching
Cache trait look-ups in constructor for various other traits and
activities.
2015-03-27 13:47:04 +01:00

83 lines
2.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
class RepairableNearInfo : ITraitInfo, Requires<HealthInfo>
{
[ActorReference] public readonly string[] Buildings = { "spen", "syrd" };
public readonly int CloseEnough = 4; /* cells */
public object Create(ActorInitializer init) { return new RepairableNear(init.Self, this); }
}
class RepairableNear : IIssueOrder, IResolveOrder
{
readonly Actor self;
readonly RepairableNearInfo info;
readonly IMove movement;
public RepairableNear(Actor self, RepairableNearInfo info)
{
this.self = self;
this.info = info;
movement = self.Trait<IMove>();
}
public IEnumerable<IOrderTargeter> Orders
{
get
{
yield return new EnterAlliedActorTargeter<Building>("RepairNear", 5,
target => CanRepairAt(target), _ => ShouldRepair());
}
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID == "RepairNear")
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
return null;
}
bool CanRepairAt(Actor target)
{
return info.Buildings.Contains(target.Info.Name);
}
bool ShouldRepair()
{
return self.GetDamageState() > DamageState.Undamaged;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "RepairNear" && CanRepairAt(order.TargetActor) && ShouldRepair())
{
var target = Target.FromOrder(self.World, order);
self.CancelActivity();
self.QueueActivity(movement.MoveWithinRange(target, new WRange(1024 * info.CloseEnough)));
self.QueueActivity(new Repair(order.TargetActor));
self.SetTargetLine(target, Color.Green, false);
}
}
}
}