Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
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OpenRA.Mods.Common/Traits/Buildings/RepairableBuilding.cs
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OpenRA.Mods.Common/Traits/Buildings/RepairableBuilding.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Building can be repaired by the repair button.")]
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public class RepairableBuildingInfo : ConditionalTraitInfo, Requires<IHealthInfo>
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{
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[Desc("Cost to fully repair the actor as a percent of its value.")]
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public readonly int RepairPercent = 20;
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[Desc("Number of ticks between each repair step.")]
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public readonly int RepairInterval = 24;
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[Desc("The maximum amount of HP to repair each step.")]
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public readonly int RepairStep = 7;
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[Desc("Damage types used for the repair.")]
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public readonly BitSet<DamageType> RepairDamageTypes = default;
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[Desc("The percentage repair bonus applied with increasing numbers of repairers.")]
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public readonly ImmutableArray<int> RepairBonuses = [100, 150, 175, 200, 220, 240, 260, 280, 300];
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// TODO: This should be replaced with a pause condition
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[Desc("Cancel the repair state when the trait is disabled.")]
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public readonly bool CancelWhenDisabled = false;
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[Desc("Experience gained by a player for repairing structures of allied players.")]
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public readonly int PlayerExperience = 0;
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[GrantedConditionReference]
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[Desc("The condition to grant to self while being repaired.")]
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public readonly string RepairCondition = null;
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[NotificationReference("Speech")]
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[Desc("Voice line to play when repairs are started.")]
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public readonly string RepairingNotification = null;
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[FluentReference(optional: true)]
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[Desc("Transient text message to display when repairs are started.")]
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public readonly string RepairingTextNotification = null;
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[NotificationReference("Speech")]
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[Desc("Speech notification to play when the repair process is aborted.")]
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public readonly string RepairingStoppedNotification = null;
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[Desc("Text notification to display when the repair process is aborted.")]
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public readonly string RepairingStoppedTextNotification = null;
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public override object Create(ActorInitializer init) { return new RepairableBuilding(init.Self, this); }
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}
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public class RepairableBuilding : ConditionalTrait<RepairableBuildingInfo>, ITick, ISync
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{
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readonly IHealth health;
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readonly Predicate<Player> isNotActiveAlly;
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readonly Stack<int> repairTokens = [];
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int remainingTicks;
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public readonly List<Player> Repairers = [];
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public bool RepairActive { get; private set; }
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public RepairableBuilding(Actor self, RepairableBuildingInfo info)
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: base(info)
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{
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health = self.Trait<IHealth>();
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isNotActiveAlly = player => player.WinState != WinState.Undefined || self.Owner.RelationshipWith(player) != PlayerRelationship.Ally;
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}
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[VerifySync]
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public int RepairersHash
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{
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get
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{
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var hash = 0;
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foreach (var player in Repairers)
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hash ^= Sync.HashPlayer(player);
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return hash;
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}
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}
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void UpdateCondition(Actor self)
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{
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if (string.IsNullOrEmpty(Info.RepairCondition))
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return;
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while (Repairers.Count > repairTokens.Count)
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repairTokens.Push(self.GrantCondition(Info.RepairCondition));
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while (Repairers.Count < repairTokens.Count && repairTokens.Count > 0)
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self.RevokeCondition(repairTokens.Pop());
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}
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public void RepairBuilding(Actor self, Player player)
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{
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if (IsTraitDisabled || !self.AppearsFriendlyTo(player.PlayerActor))
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return;
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// Remove the player if they are already repairing
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if (Repairers.Remove(player))
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{
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UpdateCondition(self);
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if (Repairers.Count == 0)
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{
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Game.Sound.PlayNotification(self.World.Map.Rules, player, "Speech", Info.RepairingStoppedNotification, player.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(self.Owner, Info.RepairingStoppedTextNotification);
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}
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return;
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}
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// Don't add new players if the limit has already been reached
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if (Repairers.Count >= Info.RepairBonuses.Length - 1)
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return;
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Repairers.Add(player);
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Game.Sound.PlayNotification(self.World.Map.Rules, player, "Speech", Info.RepairingNotification, player.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(self.Owner, Info.RepairingTextNotification);
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UpdateCondition(self);
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}
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void ITick.Tick(Actor self)
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{
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if (IsTraitDisabled)
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{
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if (RepairActive && Info.CancelWhenDisabled)
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{
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Repairers.Clear();
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UpdateCondition(self);
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}
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return;
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}
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if (remainingTicks == 0)
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{
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Repairers.RemoveAll(isNotActiveAlly);
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UpdateCondition(self);
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// If after the previous operation there's no repairers left, stop
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if (Repairers.Count == 0)
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{
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RepairActive = false;
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return;
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}
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var buildingValue = self.GetSellValue();
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// The cost is the same regardless of the amount of people repairing
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var hpToRepair = Math.Min(Info.RepairStep, health.MaxHP - health.HP);
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// Cast to long to avoid overflow when multiplying by the health
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var cost = Math.Max(1, (int)((long)hpToRepair * Info.RepairPercent * buildingValue / (health.MaxHP * 100L)));
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// TakeCash will return false if the player can't pay, and will stop him from contributing this Tick
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var activePlayers = Repairers.Count(player => player.PlayerActor.Trait<PlayerResources>().TakeCash(cost, true));
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RepairActive = activePlayers > 0;
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if (!RepairActive)
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{
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remainingTicks = 1;
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return;
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}
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// Bonus is applied after finding players who can pay
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// activePlayers won't cause IndexOutOfRange because we capped the max amount of players
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// to the length of the array
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self.InflictDamage(self, new Damage(-(hpToRepair * Info.RepairBonuses[activePlayers - 1] / 100), Info.RepairDamageTypes));
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if (health.DamageState == DamageState.Undamaged)
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{
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foreach (var repairer in Repairers)
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if (repairer != self.Owner)
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repairer.PlayerActor.TraitOrDefault<PlayerExperience>()?.GiveExperience(Info.PlayerExperience);
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Repairers.Clear();
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RepairActive = false;
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UpdateCondition(self);
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return;
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}
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remainingTicks = Info.RepairInterval;
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}
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else
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--remainingTicks;
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}
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}
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}
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