Files
OpenRA/OpenRA.Mods.Common/Traits/EngineerRepair.cs

130 lines
3.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Can instantly repair other actors, but gets consumed afterwards.")]
class EngineerRepairInfo : ITraitInfo
{
[VoiceReference] public readonly string Voice = "Action";
[Desc("Behaviour when entering the structure.",
"Possible values are Exit, Suicide, Dispose.")]
public readonly EnterBehaviour EnterBehaviour = EnterBehaviour.Dispose;
[Desc("What diplomatic stances allow target to be repaired by this actor.")]
public readonly Stance ValidStances = Stance.Ally;
public object Create(ActorInitializer init) { return new EngineerRepair(init, this); }
}
class EngineerRepair : IIssueOrder, IResolveOrder, IOrderVoice
{
readonly EngineerRepairInfo info;
public EngineerRepair(ActorInitializer init, EngineerRepairInfo info)
{
this.info = info;
}
public IEnumerable<IOrderTargeter> Orders
{
get { yield return new EngineerRepairOrderTargeter(); }
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID != "EngineerRepair")
return null;
return new Order(order.OrderID, self, target, queued);
}
static bool IsValidOrder(Actor self, Order order)
{
if (order.Target.Type == TargetType.FrozenActor)
return order.Target.FrozenActor.DamageState > DamageState.Undamaged;
if (order.Target.Type == TargetType.Actor)
return order.Target.Actor.GetDamageState() > DamageState.Undamaged;
return false;
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "EngineerRepair" && IsValidOrder(self, order)
? info.Voice : null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString != "EngineerRepair" || !IsValidOrder(self, order))
return;
var target = self.ResolveFrozenActorOrder(order, Color.Yellow);
if (target.Type != TargetType.Actor)
return;
if (!order.Queued)
self.CancelActivity();
self.SetTargetLine(target, Color.Yellow);
self.QueueActivity(new RepairBuilding(self, target.Actor, info.EnterBehaviour, info.ValidStances));
}
class EngineerRepairOrderTargeter : UnitOrderTargeter
{
public EngineerRepairOrderTargeter()
: base("EngineerRepair", 6, "goldwrench", false, true) { }
public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
{
if (!target.Info.HasTraitInfo<EngineerRepairableInfo>())
return false;
if (self.Owner.Stances[target.Owner] != Stance.Ally)
return false;
if (target.GetDamageState() == DamageState.Undamaged)
cursor = "goldwrench-blocked";
return true;
}
public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
{
if (!target.Info.HasTraitInfo<EngineerRepairableInfo>())
return false;
if (self.Owner.Stances[target.Owner] != Stance.Ally)
return false;
if (target.DamageState == DamageState.Undamaged)
cursor = "goldwrench-blocked";
return true;
}
}
}
[Desc("Eligible for instant repair.")]
class EngineerRepairableInfo : TraitInfo<EngineerRepairable> { }
class EngineerRepairable { }
}