Files
OpenRA/OpenRA.Mods.Common/Traits/EngineerRepair.cs
2020-11-14 11:04:41 +00:00

150 lines
4.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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 OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Can instantly repair other actors, but gets consumed afterwards.")]
class EngineerRepairInfo : ConditionalTraitInfo
{
[Desc("Uses the \"EngineerRepairable\" trait to determine repairability.")]
public readonly BitSet<EngineerRepairType> Types = default(BitSet<EngineerRepairType>);
[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 PlayerRelationship ValidStances = PlayerRelationship.Ally;
[Desc("Sound to play when repairing is done.")]
public readonly string RepairSound = null;
[Desc("Cursor to display when hovering over a valid actor to repair.")]
public readonly string Cursor = "goldwrench";
[Desc("Cursor to display when target actor has full health so it can't be repaired.")]
public readonly string RepairBlockedCursor = "goldwrench-blocked";
public override object Create(ActorInitializer init) { return new EngineerRepair(init, this); }
}
class EngineerRepair : ConditionalTrait<EngineerRepairInfo>, IIssueOrder, IResolveOrder, IOrderVoice
{
public EngineerRepair(ActorInitializer init, EngineerRepairInfo info)
: base(info) { }
public IEnumerable<IOrderTargeter> Orders
{
get
{
if (IsTraitDisabled)
yield break;
yield return new EngineerRepairOrderTargeter(Info);
}
}
public Order IssueOrder(Actor self, IOrderTargeter order, in 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;
self.QueueActivity(order.Queued, new RepairBuilding(self, order.Target, Info));
self.ShowTargetLines();
}
class EngineerRepairOrderTargeter : UnitOrderTargeter
{
EngineerRepairInfo info;
public EngineerRepairOrderTargeter(EngineerRepairInfo info)
: base("EngineerRepair", 6, info.Cursor, true, true)
{
this.info = info;
}
public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
{
var engineerRepairable = target.TraitOrDefault<EngineerRepairable>();
if (engineerRepairable == null || engineerRepairable.IsTraitDisabled)
return false;
if (!engineerRepairable.Info.Types.IsEmpty && !engineerRepairable.Info.Types.Overlaps(info.Types))
return false;
if (!info.ValidStances.HasStance(self.Owner.Stances[target.Owner]))
return false;
if (target.GetDamageState() == DamageState.Undamaged)
cursor = info.RepairBlockedCursor;
return true;
}
public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
{
// TODO: FrozenActors don't yet have a way of caching conditions, so we can't filter disabled traits
// This therefore assumes that all EngineerRepairable traits are enabled, which is probably wrong.
// Actors with FrozenUnderFog should therefore not disable the EngineerRepairable trait if
// ValidStances includes Enemy actors.
var engineerRepairable = target.Info.TraitInfoOrDefault<EngineerRepairableInfo>();
if (engineerRepairable == null)
return false;
if (!engineerRepairable.Types.IsEmpty && !engineerRepairable.Types.Overlaps(info.Types))
return false;
if (!info.ValidStances.HasStance(self.Owner.Stances[target.Owner]))
return false;
if (target.DamageState == DamageState.Undamaged)
cursor = info.RepairBlockedCursor;
return true;
}
}
}
}