Files
OpenRA/OpenRA.Mods.Common/Activities/RepairBridge.cs
2023-02-27 08:36:47 +02:00

90 lines
2.6 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 OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
class RepairBridge : Enter
{
readonly EnterBehaviour enterBehaviour;
readonly string speechNotification;
readonly string textNotification;
Actor enterActor;
BridgeHut enterHut;
LegacyBridgeHut enterLegacyHut;
public RepairBridge(Actor self, in Target target, EnterBehaviour enterBehaviour, string speechNotification, string textNotification, Color targetLineColor)
: base(self, target, targetLineColor)
{
this.enterBehaviour = enterBehaviour;
this.speechNotification = speechNotification;
this.textNotification = textNotification;
}
bool CanEnterHut()
{
if (enterLegacyHut != null)
return enterLegacyHut.BridgeDamageState != DamageState.Undamaged && !enterLegacyHut.Repairing &&
enterLegacyHut.Bridge.GetHut(0) != null && enterLegacyHut.Bridge.GetHut(1) != null;
if (enterHut != null)
return enterHut.BridgeDamageState != DamageState.Undamaged && !enterHut.Repairing;
return false;
}
protected override bool TryStartEnter(Actor self, Actor targetActor)
{
enterActor = targetActor;
enterLegacyHut = enterActor.TraitOrDefault<LegacyBridgeHut>();
enterHut = enterActor.TraitOrDefault<BridgeHut>();
// Make sure we can still repair the target before entering
// (but not before, because this may stop the actor in the middle of nowhere)
if (!CanEnterHut())
{
Cancel(self, true);
return false;
}
return true;
}
protected override void OnEnterComplete(Actor self, Actor targetActor)
{
// Make sure the target hasn't changed while entering
// OnEnterComplete is only called if targetActor is alive
if (targetActor != enterActor)
return;
if (!CanEnterHut())
return;
if (enterLegacyHut != null)
enterLegacyHut.Repair(self);
else
enterHut?.Repair(self);
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", speechNotification, self.Owner.Faction.InternalName);
TextNotificationsManager.AddTransientLine(textNotification, self.Owner);
if (enterBehaviour == EnterBehaviour.Dispose)
self.Dispose();
else if (enterBehaviour == EnterBehaviour.Suicide)
self.Kill(self);
}
}
}